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-Scott |
Crash Dive 2
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Also building in the engine room and torpedo bays and the ability to interact - how long before repairs will be done ? For example or patching up damaged battery wiring, could also add to the atmosphere greatly. Main thing is to keep the playability the first one had but draw you in more, in my opinion. Good luck regardless, will follow progress. |
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But how attached the player gets to the crew is completely up to you; You can completely ignore them and let the XO (AKA the AI) handle all crew assignments, or you can micro-manage where each man is assigned to and for how long. Quote:
Here is a screenshot of the current state of the Damage/Crew management screen: http://panicensuessoftware.com/share...w_14022020.jpg |
welcome aboard!
Rya989!:Kaleun_Salute:
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A Warm Welcome To The Subsim Community > rya989
Subsim <> Make A Donation <> See The Benefits <> Support The Community SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below |
Looking forward to it
I am eagerly awaiting this game. I have been having withdrawals from playing SHIV on my old Vista computer and I would like to play again. SHIV crashed again (hard this time) and I don't have the patience to mess around with it any more.
I have been away for a while, but I was once regarded on these forums as something akin to a technical expert on USN fleet boats so if you have a question ask away! |
The damage/ crew management will be a great addition, I’d suggest making your screens dark theme rather than light though( as many subsimmers play in darkened rooms to heighten the atmosphere and switching to a blinding white screen will be hard on their night vision, perhaps put a vignetted red filter over the screen during night hours etc. Looking forward to grabbing this on release :)
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Thanks, that's a great suggestion on the dark theme for the management screens, I'll look into adding it.
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Per Sonarman's great suggestion, there is now a "Night Mode" where you can invert all menus/UIs for preserving your night vision:
http://panicensuessoftware.com/share..._NightMode.jpg -Scott |
Wow, thanks for doing that Scott, looks great, cant wait for this to get released.:)
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Hello Scott,
I unfortunantly (mainly for me!) can't join the Beta as I don't think I can fully commit to testing. But seeing has the Beta has come about, might we be expecting a gameplay reveal soon :up: Also I am not sure what is your approach to the tech tree of the game. What I mean is do you mean more "realistic" features from the original ? such as mainly the War Time modifications (coning towers, AA, deck guns, radars, new engines and other). And also a historical campaign with big events being noticable (the different island campaigns, carrier mouvements, Task Forces, etc.). Anyway still looking forward to an awesome sequel ! :salute: Cheers :Kaleun_Cheers: UWG |
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I don't currently limit the upgrades by date; once you have the budget and any prerequisites, you can purchase upgrades at any time through the campaign regardless of when they were actually introduced. I have a low-priority task to add that at some point in the future, but I don't know if it will actually happen (that's a very long list). Quote:
1) The briefing/mission orders before each patrol; 2) The patrol area being realistic to where U.S. subs were assigned at that time; 3) FOX radio updates from Pearl Harbor of major events that occur, when they occur. As of now, I don't try to create e.g. actual enemy ships/convoys at the place where they really were at a particular time. Wading into an ongoing battle is also not an option because I don't have any Allied ships/planes in the game; I always remove the possibility of friendly-fire kills in my games because those just suck all the fun out. Hope that answers your questions! Once I can peel myself away from bug fixes and feature additions, I'll start posting video links here. -Scott |
Thanks for your reply Scott, here are some suggestions on your current system just some realism I guess :)
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It would introduce tech tree branches (e.g. SD radar, than cut down conning towers) in a "historical order". But it can simply be after each patrol. So, you would start with a bare bone Gato: 3inch gun, no radar, bulky conning tower, and a deck mounted 50. cal. After your first patrol BurOrd would give you access to the SD air search branch, then after patrol 2 (mid 1942), BurOrd would give you access to AA arsenal (20mm), then conning towers, than deck guns, etc. You could buy any of the upgrades in this tech tree branch at any time, you would just have to unlock it first https://www.subsim.com/radioroom/pic...ictureid=11604 Quote:
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Good luck with the Game UWG |
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