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Originally Posted by jartoch
Hi TheGeoff, I wanted to thank you for this awesome little game, its introduced me to submarine sims which im really liking so far. I also noticed some things:
- Internal Space in the reactor antechamber is spelled with a capital S while this is not the case in all the other rooms.
- Also, when you shut down the turbines, and you restart them, they are instantly back at their RPM, or is this because of the momentum they have?
- When I was sitting in the starting port at 30M depth i did not strike the seabed, but after a few minutes i suddenly started getting messages saying 'you struck the seabed' 'the sub lifted of the seabed'. These came really quickly after one another.
Also, suggestion, is there maybe a way to get a nice fade effect on the radar?
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Thanks for pointing these out. The turbine speed one is because the turbines don't have a detailed mechanical model in the game yet, I'll get around to coding it one day. The others are just bugs - good to know about!
When the game is ported to BlitzMax, it will be much easier to do fancy fade and transparency effects for the radar and other sensors
Quote:
Originally Posted by P-Dup
I have some suggestions for this great game:
- I think there should be a possibility to mark positions on the map, where you spotted a ship by RADAR for example, so you can better track their general course and possibly their speed. Also the RADAR officer could give an approximation after some time of tracking a ship an the RADAR screen.
- As someone said before, the sonar should display the approximate distance to a contact, at least on the tactical console, so you don't have to guess if it is within torpedo range or not when submerged. (I don't know if this would be technically and historically realistic with only an passive sonar, though.)
- In my opinion it is a little bit to easy to sink enemy ships with the torpedoes. I think sometimes a torpedo should miss, even when firing at an unsuspecting enemy. Also not every hit should destroy the target immediately. I think the possibility of only crippling ships or having them sink slowly, so you don't know if it is really destroyed or maybe can still fire at you, would really contribute to the atmosphere.
- Sometimes it is a little bit annoying that you can't see hull breaches, when they are on a square where a piece of installation is.
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Good points. Active sonar with range-finding will definitely be added soon, and I might redo the radar screen eventually too.
As for the torpedoes - from my research and from talking to former submariners, I understand that modern torpedoes are so powerful they will split most small or medium size ships in half. Large ships should be a bit more resilient, and I'll make sure the game reflects that when they are added. Which should hopefully be soon, by the way - I've just started on the code for aircraft carriers.
Quote:
Originally Posted by Sashkakuhta
Well, i just wanted to say that i managed to run the Sub Commander on android, using not-fully-free port of Wine called ExaGear Strategies.
Sub Commander itself loads very-very slow, but as far as i can say it runs fast enough to be playable.
Mouse emulation works OK, but its pretty uncomfortable to call a keyboard when you need to press a key, but its definetely more playable than i expected.
Photos (I wasnt able to take a screenshot when in emulator)
Also, im a blitz coder too, and as a blitz coder im assuming that loading bar is decorative, but im certainly can be not right as i dont seen the source codes.
But i love this game, and i wish it to relase someday
P.S. Sorry for my English, its not my primary language
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This is incredible!! I would never have expected it to work on android

Well done!
Hopefully, the game will eventually not require a keyboard - all functions will be controllable by clickable buttons. That way no keyboard emulation will be necessary for touch screen devices, making the game a lot easier to play.
The loading screen is definitely not decorative, it is displayed while the game is reading from config files, loading units etc. Loading the map is by far the slowest part, and that's what the loading bar shows - each pixel of the loading bar represents about 700,000 square kilometers of the map (about 1100 squares). The map is about 5MB total, so blitz takes a while to load it all on slower computers.