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Version 0.16
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. |
Weekly update
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.
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Einar, Oscar,
Steam still lacks a news page indicating 0.16 is released. |
Weekly update
https://steamuserimages-a.akamaihd.n...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. |
IS this game available ??
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) ?? |
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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. |
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One more update coming then the devs are going to take some long overdue shore leave.
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Weekly update
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. |
Development has resumed!
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Good news! Keep up the good work! :Kaleun_Thumbs_Up:
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:Kaleun_Applaud:
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Dev update September 13
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 |
Weekly update
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 |
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:D Cheers, Lost |
Version 0.19 - Bots
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/stea...c8c5a0ef41.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/stea...ef53e6470e.jpg The torpedo data computer may be controlled via the helmsman interface. https://steamcdn-a.akamaihd.net/stea...85ded69e0e.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/stea...92bc9db58a.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. |
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/pic...ictureid=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/pic...ictureid=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/pic...ictureid=10598 |
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