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-   -   New game: Crash Dive (https://www.subsim.com/radioroom/showthread.php?t=213944)

v-i-c- 10-27-14 01:42 PM

Quote:

Originally Posted by PanicEnsues (Post 2255792)
I'm trying to add disabling of the 3D ship models when the periscope is submerged, but that's proving to be much more difficult than I expected, so no promises. :)

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

Laufen zum Ziel 10-27-14 03:37 PM

Any thing you do is a PLUS to a super application. Manny thanks.

deadhead1971 10-27-14 03:53 PM

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

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

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

PanicEnsues 10-28-14 11:21 AM

Quote:

Originally Posted by deadhead1971 (Post 2255870)
how hard is it to make the periscope bob slightly (I mean slightly) with the waves or maybe have water splash on the lens?

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

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

Quote:

Originally Posted by deadhead1971 (Post 2255870)
Should cargo ships have deck guns?

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

Quote:

Originally Posted by deadhead1971 (Post 2255870)
I'll post your game on a forum I'm on to give you some exposure.

Thank you, and thanks for the suggestions!

-Scott

v-i-c- 10-28-14 11:38 AM

Quote:

Originally Posted by PanicEnsues (Post 2256054)
… isn't very realistic, since I don't think a submerged boat would be affected by the small waves in the game, would it?

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

Quote:

Originally Posted by PanicEnsues (Post 2256054)
I know they had AA guns (that potentially could be used against another ship), but did they ever get cannons? I can't recall seeing that anywhere, can you point me to a reference?

Yes, sure, they had cannons.

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

deadhead1971 10-28-14 12:48 PM

The only reason I mentioned the bobbing periscope is that silent Hunter has it. it's not nauseating. That said just because it is in that game doesn't mean it's realistic. I'm assuming it sort of is.

Skipper John 10-29-14 01:08 PM

Awesome on Ipad III
 
1 Attachment(s)
:rock: Crash Dive ROCKS!
It is user friendly and quick to start. Easy to spend a lot of time with this... Very nice graphics! Well done Neal!
I'll be out on patrol as I am waiting in line... :har:

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

Hinrich Schwab 10-29-14 02:21 PM

Quote:

Originally Posted by Neal Stevens (Post 2255028)
Well said, man:salute:




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


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

deadhead1971 11-11-14 06:52 PM

Anything new to report this week Scott?

PanicEnsues 11-11-14 08:24 PM

Quote:

Originally Posted by deadhead1971 (Post 2260201)
Anything new to report this week Scott?

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

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

-Scott

deadhead1971 11-11-14 08:55 PM

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

Just askin

Thx

MikeM 11-16-14 01:01 AM

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

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

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

Looking forward to the next upgrade.

deadhead1971 11-16-14 07:41 AM

See "real world speeds" 2 posts up

deadhead1971 11-19-14 11:51 AM

Hey Scott, a few more comments / questions.


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

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


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

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

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

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

v-i-c- 11-19-14 12:23 PM

Quote:

Originally Posted by deadhead1971 (Post 2262425)
it appears to me that the submarine is only firing straight line torpedoes- torpedoes from World War I and the early 30s- where the submarine had to be pointing in the direction of the torpedo shot.

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


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