View Full Version : V1.07D Update Thoughts
shipkiller1
08-31-17, 04:19 PM
The new interface is nicely done. The HMI is well thought out. A lot of work went into the changes.
I have played a couple of user built scenarios (no campaigns) and jotted down my observations.
Here are my thoughts on more updates down the road if you feel they are worth the time and effort.
History:
The 'order history' on the right side is nice, especially the ability to hide it to free up screen space.
You may want to change the colors for some of the reports. Anything that you really need to know right now, eg: loss of the wire, torpedo in the water, ship is cavitating, etc. should be in RED to get your attention. These reports may get lost or not heard when attempting to do multiple things at once and you concentration is on something else.
Own ship Functions:
I like the OS functions on the left. Big enough to be very user friendly but small enough not to distract.
The two biggest things that I like are setting a depth and forgetting about it. I do not have to monitor it. Just let the Diving Officer of the Watch (DOOW or Dive) do his job. The other is the dynamic CQO function on the main display, just like Torpedo changes. Set it and go. I do not feel need for any type of ‘waypoint’ navigation being added later on. Would not be used in real life anyway.
Periscope Depth:
Even though I very rarely ever go to Periscope Depth (PD), (I do not need to see the target to kill it) the addition of the ESM signal strength meter is very welcome.
I also like the ‘Emergency Deep’ button. Very useful. Emergency Deep (ED) is a code worded action where specific actions are performed without the Officer of the Deck (OD) or Approach Officer ordering each action. One thing that should be automatic is the lowering of all Masts and Antenna’s. In my first test I left the scope up while doing an ED and of course it was damaged… The lowering of all masts and antenna’s is part of the code worded actions.
Along with that, I assumed that the ship would dive to the ‘Escape Depth’ detailed in the specific units configuration file (600ft for the 688). The boat just kept going down until I stopped it at 1100ft so I would not kill myself and continue testing.
If you really want to be realistic, then the boat should go to 150ft unless ordered deeper or you could have a settable evasion depth setting in the UI. This last one may be too much trouble to implement.
EMBT Blow:
I move my EMBT blow action to ‘Shift B’. The default button would get activated sometimes in the hurry to do something else. It sucked trying to maintain depth while running fast with a 10 degree down to keep some semblance of depth control with the bad guys out there.
You changed the EMBT blow after actions of the AI so after 2m 25secs (yes, I timed it, twice) you can regain depth control or dive. This is a great change.
In all actuality, if you were on the surface, you do not need to recharge your EMBT Blow banks to dive, and if submerged you would just vent the ballast tanks…
Target AI:
The AI seems more aggressive (this I like) after they evade. Instead of running for 10 or more minutes, as soon as they hear the explosion or determine it is safe, they slow and turn towards the last bearing of incoming fire. I would still like to see more ‘blind’ counter fire shots down the bearing of the incoming torpedoes. This is more realistic, for a number of reasons.
Evading submarines also use more countermeasures than before. This is definitely better.
MK-48 AI:
The weapon tab with the weapon control buttons is a nice add on.
In the individual weapon UI, I would like to see the tubes reordered. Tubes one and three should be on the starboard side and tubes two and four on the port. I would also like to see a ‘Command Shutdown’ button, to shut down the selected unit if you need to, provided the wire is still good. Not sure if it should be on the tube bar or in the weapon tab.
MK-48’s do not self-destruct at end of run.
Additionally, with the way the warhead arming is performed, the MK-48 would never detonate if it struck the bottom.
One thing I noticed right way, before 1.07d, each and every target countermeasure would break active homing. Now, depending on the target to torpedo range (and maybe aspect), the MK-48 performs more realistically and it may just ignore the countermeasure and run to detonation…
Although I have only played the 1.07d update for about two hours, I really like the updates.
It make for better game play for the ‘point and shoot’ people and you can still use the keyboard for us old gamers. :yeah:
Berserker
08-31-17, 04:58 PM
How about a eastern bloc side where you play against nato?? If you are using a soviet sub you should be hunting nato forces...As it is now you can use eastern block and nato subs against the eastern block only..
Anyone up to doing this???..Looking forward to nato task forces running around the North Atlantic...
The Bandit
09-01-17, 05:03 AM
How about a eastern bloc side where you play against nato?? If you are using a soviet sub you should be hunting nato forces...As it is now you can use eastern block and nato subs against the eastern block only..
Anyone up to doing this???..Looking forward to nato task forces running around the North Atlantic...
That is because this is modded content. Also I think depending on which campaign you use, they have one which uses modified Soviet surface vessels as stand-ins for things like the Knox, Perry and Spruance classes.
Either way its pretty safe to assume whenever the future Soviet campaign emerges, I would be quite surprised to find out that it was a renegade only type thing.
GravityWave
09-01-17, 07:07 AM
I second the comment about re-ordering the torpedo tube numbering. The sooner the better (?) to avoid more pain later. It does get a bit tricky for boats with many tubes (Sierra). I always think of starboard as the odd side.
basti107
09-02-17, 01:37 AM
I like honestly how the developers make the effort to make this unique jewel according to the wishes of the community. Thanks for that.
GDFTigerTank
09-02-17, 06:55 AM
Very much like the vast majority of interface and voice changes. GG KILLERFISH!
I also third the comments above - please do renumber the torpedo tubes to avoid future confusion.
Other than than, I do have a new interface request as more subs are being modded in now with deeper dive limitations beyond what the game originally had.
Can we get either a dedicated button that when we push does an active check that tells us what the water depth is. OR can we get the depth GUI changed to be logrithmic OR have it always shown via text what the depth is (for depths greater than 1000 ft which starts to exceed the current limits of the interface)
I agree not having a clear indication of the sea bottom depth is a problem.
Perhaps not limiting the Conditions Tab to 1000 ft? Making that screen scrollable or rescalable? Although the tactical map has some color gradation on it, too hard to interpret. Other sims have done this with a mouse over on the map.
I can see why a depth echo return would be hazardous when the game is designed to place you within 12 miles of the enemy, but accurate and detailed depth maps is key to survival of any vessel at sea.
-Pv-
Delgard
09-02-17, 02:30 PM
The Navigator should be handling that. 200m from the bottom, or the surface. Then at 100m and then 50m. The actually surfacing or bottoming should also be called out.
Still just a part of the NAV Team.
There are call-outs, but the careful planning of your tactical options and intimate knowledge of the available playing field is part of the planning of how you're going to execute attack and escape, not something you do after the keel is going shallow. These subs can dive really deep by default (up to ~700 ft beyond the "Test" depth listed in the config files) so knowing if you have that depth available to you without depending on seeing the floor suddenly appear in the 3D view seems a practical and helpful thing to add.
A few examples:
Skipjack TestDepth=700 (+ 700)
Sturgeon TestDepth=1320 "
Los Angeles TestDepth=950 "
Narwhal TestDepth=1320 "
Permit TestDepth=1320 "
oscar TestDepth=2000 (+ 700)
sierra TestDepth=1970 "
alfa TestDepth=2000 "
-Pv-
shipkiller1
09-02-17, 03:51 PM
One thing I noticed last night.
When the AI starts the scenario and places your depth at anything other than 300ft, when you enable the depth change icon, it shows your depth at 300ft. In other words, it always displays 300ft starting out, not the actual depth.
Lets say you start out at 600ft (my favorite for a surface attack), you then have to set the depth to 600ft vice the displayed depth of 300ft. The boat does not change depth but DOW then reports changing depth to 600ft, then reports at 600ft.
Just an oddity...
You are right. The dive controls toolbar always initializes at 300 ft regardless of your actual depth. When this bothers me is when I want to make a small change to my initial depth at the start of the scenario. If I'm not at 300 ft, there is a bunch of juggling to get to the small depth change I wanted. This is an annoyance particularly at the start when I'm trying to quickly assess the tactical environment and what I need to do to get into position and identify threats.
-Pv-
Delgard
09-02-17, 05:14 PM
Bah, has no use for the Skipper. Someone else may look at it. When I arrive in the Control Room, OOD briefs me.
Shortly, I imagine, I will be handed a tablet with info that is also tied into the boat's server.
I can then manage it all in the head.
Killerfish Games
09-02-17, 09:24 PM
What a great and constructive conversation! Thanks folks.
Next update will contain the following:
- Emergency deep now lowers all undamaged masts
- Silent running now sets speed correctly if individual knot setting is being used
- All toolbars can now be forced on and individually offset to any position on screen
- Forcing toolbars on hides tabs for them and disables opening/closing of them
We'll likely also add the start depth on the depth meter to be the player sub depth at start of combat as this makes perfect sense.
Emergency Deep: we initially had this level out your sub at a certain depth, but things became confusing based on your current depth and depth under keel at the time it was used. It would do different things based on these factors, therefore to be consistent, we simplified it to put your sub into the steepest dive at flank speed.
As per the manual:
Emergency Deep: Using <KEY:Emergency Deep> orders flank speed ahead and full down planes. Useful if you get ambushed close to the surface. Do remember to pull out of the dive or suffer the interesting effects of depth implosion.
Torpedo tubes:
These are set up to be odds on port and evens on starboard so that the columns of tubes corresponds to the left and right of your sub. Are they flipped IRL?
uss_sea_tiger
09-03-17, 05:00 AM
Dear Killerfish games.
I didn't want be buy your game. I watched Youtube plays and the game just seemed to be "stay undetected (looked easy enough), fire homing torpedo (looked really easy), kill enemy & win".
Looked simplistic. Looked easy. Looked boring.
But I love sub games, so I bought the game.
Turns out, looks can be deceiving.
I'm awful but the game's great. Really great. Really really great.
Thank YOU killerfish for making the game in the first place and continuing to support the game with updates. This particular one is AWESOME.
This is how a company builds rapport and goodwill with it's customers.
Funny how some games companies haven't worked that one out.
Respect to you.
In the future, will you be adding new ship & sub models to the game?
:Kaleun_Cheers:
GDFTigerTank
09-03-17, 08:06 AM
What a great and constructive conversation! Thanks folks.
Torpedo tubes:
These are set up to be odds on port and evens on starboard so that the columns of tubes corresponds to the left and right of your sub. Are they flipped IRL?
You have it backwards sir. Here's an example.
Example: The way you currently number your tubes in the game:
1 - 5 | 1 - 4
2 - 6 | 2 - 5
3 - 7 | 3 - 6
4 - 8
1 - 3
2 - 4
^ The problem with this is that the point of the tube numbers flipping in the columns depending on the total number of tubes on the sub.
Example: The way we'd like you to renumber the tubes to match IRL (please!):
1 - 2
3 - 4
5 - 6
7 - 8
^ You see, this way no matter how many tubes the sub has, the numbering system stays the SAME across all the subs and evens are right, odds are left.
Also, any chance we can get depth readings below 1000 ft?
shipkiller1
09-03-17, 08:42 AM
My comment is only directed towards American boats.
In my 'opinion' the tube layout should be all odd tubes on the starboard side (tube one on top, tube three on the bottom) and the even tubes on the port side. This is how it is done on the boat.
I like the current layout with the exception of the numbering. The overall layout is oriented forward on the boat so you can always know which tubes you are using, whether they are numbered serially or port/stbd.
I do not agree with this example:
Example: The way we'd like you to renumber the tubes to match IRL (please!):
1 - 2
3 - 4
5 - 6
7 - 8
Killerfish Games
09-03-17, 07:33 PM
Also, any chance we can get depth readings below 1000 ft?
Spent a relaxing Sunday arvo yesterday doing just this.
From the work in progress thread on Steam:
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
http://steamcommunity.com/app/541210/discussions/0/1353742967807455160/
In the future, will you be adding new ship & sub models to the game?
Yes. Neutral merchants are being worked on right now.
Additional navies, subs will likely come in future DLCs.
Killerfish Games
09-03-17, 08:43 PM
New beta available:
Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.
Version 1.07e
In Beta
Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:
ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0
http://steamcommunity.com/app/541210/discussions/0/1473095965302007811/
EnjoyableSTIG
09-04-17, 02:37 AM
I like what you've done with the latest update! :Kaleun_Cheers:
Is it possible to split up the category of ships from the "Signature" tab? It seems tedious to go through every ship type when you know you have a submarine contact, it can't be a surface contact. :doh:
Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All (original setup with all contact types listed). That way it would make classification faster when general ship categories are already known. Especially if you ever officially add a Russian campaign, as then you could switch between NATO/Warsaw pact ships. But that's for later I'm sure. :)
A screenshot from this update checking out the scalable "Conditions" tab and the automatic lowering of all masts when going "emergency deep."
https://i.imgur.com/jsHG8Mhh.jpg
Delgard
09-04-17, 08:36 AM
I thought the same thing about the signature tab, although, I just see it as surface and sub-surface. I do wish there were more merchants in the play. Sometimes I don't even bother with identification, I just look to identify its direction so I can slip in for a kill shot. Anyway, I guess it is also dependent on the year of the campaign.
Lovin' it.:Kaleun_Thumbs_Up:
PacificWolf
09-04-17, 09:12 AM
Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All.
Awesome idea:up:
Rodent Onboard
09-04-17, 10:58 AM
Anyone else getting an occasional keyboard shortcut ghosting on a subsequent window? I see Shift T showing through the minimap in the bottom corner at times and an occasional reference to enter colon shortcut on the data screen in the lower right. Does NOT have any effect on play though.
"Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All."
+1
I was going to post about the difficulty in scrolling through long lists of vessels today which nearly negates the advantage of beating your crew to the punch. While doing all that scrolling and comparing sometimes small differences in the display with noise to the reference, I have to mostly ignore the evolving tactical picture and issue timely commands. Perhaps the crew is too handicapped when it comes to submerged threats. They seem to handle surface ships faster (probably because the turns are louder?)
Unfortunately, the many forces added to the sim by modders makes the problem worse even though trace characteristics are duplicated.
Is there code in the sim to determine identification speed based on clarity of the trace (signal to noise?) If not, please consider it. If so, possibly revisit this code? Certainly if it takes me a minute or two to scroll through a list of references and make a selection, a crew member should also be able to do this in comparable time? Documentation seems to indicate your crew are experts and considering the time period of the sim when US naval alertness and training was at its highest performance in recent history, the identification time on what looks like clear traces on the display seems lacking. I suspect it's degraded on purpose to enable advantage of the user interaction which is partially degraded (actually frustrated) by the slow UI.
Brings back memories of the original Hunt for Red October where I had to hammer on a control for a minute or two before the code interrupts would finally let the command through after it was too late to save myself.
-Pv-
shipkiller1
09-04-17, 11:34 AM
I think I found another bug.
Let me see if I can articulate this.
You have a torpedo running and it is active. It has not detected anything... No targets in its vicinity.
Now it detects and acquires a submerged target you did not have on your mainframe sonar and runs to detonation. The target sinks to the bottom (does not implode in deep water) but the AI modeler still keeps the target radiating a noise source like it was never hit by a weapon. You can do TMA on the noise source.. It says its doing zero (0) knots...
If you try to esc. out of the scenario, the program will say 'vessels in area'.
If you shoot another torpedo at the target, it will acquire and run to detonation. NOW you can leave the scenario..
My impression is bugs related to sunk vessels not really recognized as sunk have been an on-going problem. The latest patch beta addresses another one similar to this. In your case, there is the possibility the first torp was not a totally lethal hit (similar to what might happen to yourself if a hit caused enough flooding to bring you to the bottom) and your crew was still alive and repairing, trying to save the boat although it likely would never go offensive again. I don't know if the simulation supports near misses where the boat floods but doesn't get lethal damage.
This might be why your crew detected the sub as still "active" but not moving whereby another torp was required to seal the fate of the boat. What I didn't see in your report is if you had a sunk icon on the map for that contact which might be the deciding factor. Keep hitting it until you get the sunk icon.
As stated in a famous movie ... Ships made to sink are hard to sink.
-Pv-
GeneralGamer
09-04-17, 06:54 PM
New beta available:
Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.
Version 1.07e
In Beta
Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:
ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0
http://steamcommunity.com/app/541210/discussions/0/1473095965302007811/
Getting better all the time!
EnjoyableSTIG
09-04-17, 06:57 PM
Actually, I saw something similar to this:
I was using the New Playable Subs mod and I used the "sea lance" to hit two diesel electric soviet subs. A Tango and a Foxtrot I believe. I hit them both with two "sea lances" but this still didn't outright destroy them. However, they could not escape the flooding and both sunk until implosion.
Before I realized they were sinking to implosion, I fired a MK48 at one of them. Before the torpedo armed the two targets imploded. After this point, the MK48 went active and was able to track their last known position. The MK48 was tracking and seeking (active sonar) the point in the water where the Tango imploded, but obviously nothing could be there anymore.
I did not sustain any damage in this engagement. I was using a modded sub (and I'm sure the weapons used and the enemy subs were at least slightly modded as well.)
I hope that explanation makes sense.
Delgard
09-04-17, 08:43 PM
Yes on the undead dead. My torps just seem to want to go after sunk ships like crazy. Dealing with an invasion force takes much more planning so that a second salvo doesn't re-attack the sunken from the first salvo.
Also, is there a key stroke to shut down a torp that is still wire-guided? Just a thought towards neutrals being incorporated. Especially if it is transporting beer. :03:
"Also, is there a key stroke to shut down a torp that is still wire-guided?"
I have successfully used cut wire.
-Pv-
Berserker
09-05-17, 03:11 AM
In Cold Waters 107e how would I move the tool bar to the bottom like sh4???
In Cold Waters 107e how would I move the tool bar to the bottom like sh4???
You modify this file:
SteamLibrary\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\default\hud \default.txt
You look for:
[HUD LAYOUT]
//All positions in screen pixels
//From element's default anchored screen corner/position
BottomLeftPanelPos=0,0
//Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor)
//Default toolbars overlap and enabled via tabs/keys
ToolbarsPos=0,0,0
ForceAllToolbarsOn=FALSE
HelmToolbarOffset=0,0
DiveToolbarOffset=0,0
SensorToolbarOffset=0,0
//Force all toolbars on in bottom horizontal row
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=331,-346
//DiveToolbarOffset=640,-346
//SensorToolbarOffset=953,-346
//Force all toolbars on in right vertical stack, anchored to mini-map
//ToolbarsPos=0,0,1
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,71
//SensorToolbarOffset=0,142
and change it to:
[HUD LAYOUT]
//All positions in screen pixels
//From element's default anchored screen corner/position
BottomLeftPanelPos=0,0
//Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor)
//Default toolbars overlap and enabled via tabs/keys
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=FALSE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,0
//SensorToolbarOffset=0,0
//Force all toolbars on in bottom horizontal row
ToolbarsPos=0,0,0
ForceAllToolbarsOn=TRUE
HelmToolbarOffset=331,-346
DiveToolbarOffset=640,-346
SensorToolbarOffset=953,-346
//Force all toolbars on in right vertical stack, anchored to mini-map
//ToolbarsPos=0,0,1
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,71
//SensorToolbarOffset=0,142
If you want to protect the changes from Steam updates copy default.txt file to: SteamLibrary\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override\hu d
Create folders if you don't have them.
thereddaikon
09-05-17, 12:44 PM
Is it possible to split up the category of ships from the "Signature" tab? It seems tedious to go through every ship type when you know you have a submarine contact, it can't be a surface contact. :doh:
Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All (original setup with all contact types listed). That way it would make classification faster when general ship categories are already known. Especially if you ever officially add a Russian campaign, as then you could switch between NATO/Warsaw pact ships. But that's for later I'm sure. :)
Great idea! Something related I have run in to on several occasions is I have come across a sub or surface ship that is doesn't have an entry in the manual. Twice now it turned out to be an Echo. For whatever reason the entry for that boat was just missing. Then in other missions its back. I am running the Russian Subs mod so I'm not sure if this is a bug with the game or an unintended issue caused by the mod. Has anyone else experienced this? It can be really frustrating to have a clear signature of the target but just not have an entry that matches. Eventually the crew will auto assign the correct type to it or I will sink it without knowing exactly what it was until I get to the AAR.
shipkiller1
09-05-17, 02:43 PM
Great idea! Something related I have run in to on several occasions is I have come across a sub or surface ship that is doesn't have an entry in the manual. Twice now it turned out to be an Echo. For whatever reason the entry for that boat was just missing. Then in other missions its back. I am running the Russian Subs mod so I'm not sure if this is a bug with the game or an unintended issue caused by the mod. Has anyone else experienced this? It can be really frustrating to have a clear signature of the target but just not have an entry that matches. Eventually the crew will auto assign the correct type to it or I will sink it without knowing exactly what it was until I get to the AAR.
I had this issue a couple of times when creating my own scenarios.
The units that you will have in your scenario must be listed in the "OtherVessels" line at the bottom of your new scenario file. If it is not listed, it will be used in the game but not in the library for classification.
Just add it and things will be correct.
Berserker
09-05-17, 06:55 PM
REDDQ...Whatever happened to click and drag?? Looks like this game goes inti storage until things are easier to do...REDDQ they both look the same..Could you highlight the areas to change???..My apologies these old eyes are getting old..I found what needed to be done and it works just fine....Now to find me some Russians to feed to the fish...
thereddaikon
09-06-17, 02:38 PM
I had this issue a couple of times when creating my own scenarios.
The units that you will have in your scenario must be listed in the "OtherVessels" line at the bottom of your new scenario file. If it is not listed, it will be used in the game but not in the library for classification.
Just add it and things will be correct.
Thanks, I'll look into that when I get home.
Captain_Jack_2301
09-06-17, 08:21 PM
I experienced last night a couple of times where emergency dive allowed one of the three masts to become damaged. In one case I had to repair in port,
the other times it allowed damage control to fix it. So it's not perfect yet,
but still a great addition to the game.
New beta available:
Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.
Version 1.07e
In Beta
Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:
ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0
http://steamcommunity.com/app/541210/discussions/0/1473095965302007811/
PL_Harpoon
09-09-17, 07:52 AM
I've recently tried the new patch and I gotta say I'm very happy with it.
The new crew voices sound a lot better - basically you've made my crew voices mod obsolete which is fine. :)
I also like that the enemy is now spamming you with torpedoes and it's a bit harder to evade them (at least when they choose to go through the noisemaker).
The new navigation windows are also great. Combined with crew voices they add a lot to immersion. I would've preferred an option to type desired depth/speed like in original RSR but I won't complain about that. The current system is good enough.
There's just a couple of small issues though.
I'd also like to see the realistic tube order. I think it should be like this:
2-1
4-3
etc...
Also regarding torpedoes I think there's a bug with active homing and anechoic coating. As soon as the target reaches it's normal detection range it starts to jump between loosing and regaining contact (looks like it's changing each frame) until it's half way to the target (the range at which it should start homing).
Also, I've said it already (many times actually but it's only because I think it's an important issue), but the torpedo sensors should also be affected by the environment and in case of passive homing - noise of the target.
Other than that, it's a great update and I'm looking forward to the future ones.
Keep it up! :Kaleun_Cheers:
Seademon
09-14-17, 12:25 AM
"Also, is there a key stroke to shut down a torp that is still wire-guided?"
I have successfully used cut wire.
-Pv-
or you can drive it into the bottom. but a button in the weapons panel that disables it/ blows it up would be good
shipkiller1
09-14-17, 06:59 AM
or you can drive it into the bottom. but a button in the weapons panel that disables it/ blows it up would be good
In real life, you CAN NOT remote detonate a MK-48, nor does it detonate at end of run... these are SAFETY features.
Berserker
09-14-17, 03:56 PM
Zoomable map when going to your area of operations and way point lines to plot your course on the grid maps and main map...Like in SH4...:hmmm:
I see a lot of requests for multi point plotting. I can see this working on the campaign map but I've found in practice, in the 3D sim, any plots I might make beyond one will not survive long. Mostly because enemy ships actually perform zig-zag avoidance and early in the sim, the data is not very reliable and even when resolved, the forces often change course.
If multi-point turns out to work to my benefit, I'll not turn it down. I don't know if any of the weapons simulated in the default sim has multi-leg navigation, but it would make the the sim less click happy if I could plot weapon legs, let the fish do the work while I manage the position of the sub for a while
Navigation wise, for me, I would still like to see 3D sim map depths everywhere, not just directly under me.
-Pv-
Aktungbby
09-22-17, 12:19 PM
Rodent Onboard!:Kaleun_Salute: & Captain_Jack_2301! :Kaleun_Salute:
Just for information Cold Waters V1.09e had been released
XenonSurf
12-29-17, 02:43 PM
Hey, you have missed the 1.08c in your necro...:haha:
:)
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