Quote:
If everything else lives up to this quality then I have to say, other sims had better watch out! :Kaleun_Applaud: |
Quote:
|
Weekly update
Hello everyone!
This week I've been working on the U-boat interior. It's near complete, but there are still textures and smaller details missing. Koji is working on the corvette and Axel is working on the network test environment. Next week we'll get back to fixing bugs and refining the beta version. |
When do you estimate that the game will be finished?
|
Quote:
|
Weekly update
Hello everyone!
This week Oscar has been fixing water effects and doing some bug fixes. Next week the beta branch will receive a new update. Axel has been continuing work on the networked test enviroment, this week he implemented a character statemachine, interactable objects, enterable stations and UI. Koji is working on the corvette's radio room while I'm adding more details to the new U-boat interior. |
Quote:
|
Quote:
|
Weekly update
Hello everyone!
Patch 0.25f is now available in the beta branch. Updated interaction model for stations. Merged EOT and rudder control station. To steer while using the new helm station, press A or D. Hydrophone, periscopes, deck gun and AA gun can now be controlled using WASD. Fixed torpedo explosion damage: Damage should now me considerably higher if the torpedo explodes beneath the keel of a ship. Added option to remove sway in stations. You'll find the checkbox in the game menu. Various bugfixes. More bugs will be fixed next week before we get back to adding water effects. |
Nicely done :-)
Quick question ref. the torpedoes exploding below the keel. How to set the pistols to magnetic / impact? Cheers, Lost |
Should be enabled on all torps. If they strike, the impact fuse is detonated. If they pass under the keel within a certain amount, the magnetic will be triggered.
|
oh ok, I see!
Thx for clarifying. Cheers, Lost |
Quote:
Initially you might think about starting with very basic actions like diesel on / off, electric motors on / off and other similar things. (I know it's easy to say but hard to do :03:) |
Weekly update
Hello everyone!
Patch 0.25h is now available on the beta branch. Patch notes: The boat now sinks to the correct depth depending on buoyancy. Flooding the ballast tanks with no negative buoyancy now takes extra time. The negative tank is now flooded by default at the start of the mission. The attack periscope now has less light intake than the observation periscope. The escape key now correctly exits menus. Color settings for the map are moved from the options menu to the map. To set colors for a specific layer, click the corresponding layer color. To set map foreground and background colors, press the buttons above the character portraits in the map. Updated ship steering behaviour. Replaced the flare shader for the lights in the U-boat interior. |
Weekly update
Hello everyone!
This week Oscar has been tweaking the behaviour of the AI escorts. The following things have been changed: A maximum of three ships can now be assigned to hunt a specific U-boat (used to be max 2). Ships are assigned based on the number of known threats and the number of available escorts. On medium and hard difficulty the escorts always use active sonar. Small changes to the search pattern performed when looking for a U-boat. Easy mode should be unaffected by the changes, while medium and hard mode are more difficult. I'm making various improvements to the new U-boat interior, adjusting materials and creating textures. Koji is focusing on the corvette and Axel is working on the netcode. |
Weekly update
Hello everyone!
This week Oscar has been working on water effects. A new patch will be available next week. I've finished all the dials for the aft torpedo room. Koji is working on equipment for the corvette and Axel is working on the netcode. |
Weekly update
Hello everyone!
This week Oscar has been working on water effects. The effects needs some more tweaking, so the new patch will have to wait a few more days before we make it available. All effects will have quality settings, so you can reduce them or turn them off completely if they slow down performance on your system. Axel has worked with build tests for the netcode aswell as interactables for the network test implementation. Koji is working on the corvette and I'm adding all the missing dials to the engine room. https://www.youtube.com/watch?v=zRA-SKJ40no |
Very cool! It looks great! :salute:
|
Wolfpack just gets better and better top effort boys keep up the good work
:Kaleun_Thumbs_Up: |
This is looking so nice.
Great work, guys. For some reason my submarine starts flying when I play, so I'm gonna keep watching and waiting :) Can't wait! |
All times are GMT -5. The time now is 11:09 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.