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-   -   Development Updates (https://www.subsim.com/radioroom/showthread.php?t=226377)

Usurpator 06-28-24 06:50 PM

Weekly update
 
Hello everyone!

Axel is back from vacation and is now back at work on AI, terrain and navigation. Oscar has been working on finishing the new net code for the radio room, and it is almost completed. Einar is still working on details for the VIIC/41 tower.
We are currently re-working our routines for updates and community outreach internally, and we hope to have a better way of communicating with all sections of our community in the future.

Fidd 06-30-24 01:42 AM

I'd really like to see the Audio UI changed for the engine room. This remains a uniquely challenging sound environment in game. In order not to be completely deafened by the diesels, we have to dial back our master-volume to circa 15%. In doing so, the alarm bells cannot be heard at all in the engine room or emotor room, the telephone cannot be heard aft of cylinder #5, DC's explode soundlessly and EOT bells are frequently all but impossible to hear.

We need:

Audio sliders for (volume of) :
EOT bells
Telephone bells
Diesel engine sounds
Alarm bells (preferably with repeaters in both engine/motor rooms)
DC's
Shaft RPM
Clutches and decouplers
Emotors/Generator.

That operate independently to "Master volume" or "effects volume" when in either the diesel or e-motor room, in order that the sound environment can be reasonably tailored. Obviously, the sound environment should be somewhat challenging, and encourage some teamwork in dealing with those problems, however, it's beggars belief that the Germans would fit bells that can't be heard on the EOT's, or that DC's would be soundless! Anyone who plays machinist or engineer, will be deeply thankful for reform of the UI in this respect.

Usurpator 07-03-24 05:18 PM

Summer is here!
 
Hello everyone!

It’s July, and time for the team to take a break for vacation. We’ve been working tirelessly on the patch, but alas, it is not ready for testing quite yet. As soon as we get back, we will of course do our utmost to release the patch as soon as possible. We appreciate your patience and understanding. Your continued support means the world to us, and we can't wait to return with renewed energy.

See you in august!

The Wolfpack Team

Usurpator 08-09-24 09:34 AM

Hello everyone!

We’ve just returned from our respective vacations. We are well rested and excited to dive back into development! Next week Oscar will start integrating land and global locations into the new build. This integration is necessary, since the new net code / back end needs to be able to support multiple concurrent map instances, allowing different u-boat crews to be in different parts of the world.

Axel is going to focus on getting the AI to work with the new terrain/map system. Einar will be making assets for the new terrain.

Fidd 08-10-24 02:28 AM

Will the type IX be modelled at some point? In order to operate in some of the more distant waters, running a type VII is not ideal, so having the type IX will make good use of the expanded sea-areas, as well as provide some variety in tactics - the type IX being slower to dive for example?

Usurpator 08-16-24 09:22 AM

Weekly update
 
Hello everyone!

Work is picking up speed again after the vacations. Axel is currently working on AI and navigation, Oscar is working on implementing the network protocol and Einar is modeling new assets.

Usurpator 08-23-24 04:24 PM

Weekly update
 
Hello everyone!

This week we've continued working on our respective tasks. Oscar is working on the network protocol, Axel is working on AI and navigation and Einar is modeling new assets.

Usurpator 08-30-24 12:07 PM

Hello everyone!

We are still working on the net code update, but we have some big news.
Going forward we are going to focus on building a new way of playing the game, called Career Mode.
This means changing the development roadmap.

Career Mode is a free roaming, campaign-style game mode, with permanent progression.
In this game mode, you start in 1939 and can play through the entire war. When you quit, progress is saved, so you can continue your game where you left off at a later date. U-boats are free to travel throughout the entire world map, and can use fast travel to quickly traverse great distances.

Career Mode is designed to be the seminal Wolfpack experience—we will keep and continue to maintain the old way of playing wolfpack, now called Scenario Mode, where you play a game on a limited map with predefined objectives, without fast travel.

Our next release (0.27) will include everything in the current beta — along with the new stable net code, and the new world map.

After this release is bug free, we will focus on implementing career mode.

https://shared.akamai.steamstatic.co...g?t=1725028722

We will be holding a Q&A soon to answer all your questions regarding roadmap changes and Career Mode.

Best regards
The Wolfpack Team.

Fidd 08-30-24 02:07 PM

Very interesting list indeed. Will there be a period of putting one or two things right/improvements before this is all embarked on? In particular:

1. Getting the Enigma functioning properly
2. Getting the Workshop running again
3. Adding diesel and e-motor compartments individual sound UI settings of every sound heard within, independent of global sound settings? (or alternatively greatly increasing the sound of DC's, adding an alarm bell repeater to both compartments, and making the EOT bells MUCH louder. If one optimises global sound levels to operate in the engine room, none of these can be heard!)

Usurpator 09-06-24 03:19 PM

Weekly update
 
Hello everyone!

This week Axel has been working on AI behaviours. Oscar is working on the new world map and Einar is modeling new assets.

Usurpator 09-13-24 09:38 AM

Weekly update
 
Hello everyone!

This week Axel has been working on more AI behaviours and general AI avoidance. Einar is modeling assets. Oscar is making progress on the new world map. Here's a work-in-progress picture of it's current state. In the coming weeks we will return with more details regarding how you will navigate on this map, and how you can interact with other entities in the world.

https://cdn.discordapp.com/attachmen...0943feeaeb9bb&

leiladaphne 09-18-24 05:47 AM

Quote:

Originally Posted by MindfulCrane07 (Post 2409385)
you dont actually pick a station, you pick a sub and then you can go around and do whatever you want in that sub, but usually if you can communicate with the other players you try to figure out who does what, that makes it all a lot more simple :)

In the game, you don’t pick a station directly; instead, you choose a sub and then explore and manage tasks within it. Communicating with other players to coordinate roles and responsibilities can simplify things and make the experience more enjoyable.

Usurpator 09-20-24 09:59 AM

Hello everyone!
Axel has continued work on more advances AI features for convoys/escorts, Oscar has been working on the map implementation.

PL_Andrev 09-24-24 12:54 AM

Ech... playable corvette (PvP) will be available when I'm a grandpa I see...

Raf1394 09-26-24 11:31 PM

I'm looking forward for the interactions in the forward and stern torpedo rooms.
The reloading procedure now has a fixed reload time.

The guy at the TDC, just clicks the torpedo panel and reloads it.
But with a manual reload, there is no fixed time. The torpedo reload time depends how fast and correctly the person reloads the torpedoes.


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