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Old 02-06-25, 01:55 PM   #1
TorpedoMo
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Default New dive model to expect?

Im wondering if there is a new dive model to expect for future versions of WP - so a more realisitc and especially more challenging note comes to a very fundamental part of a uboat, the per se risky part of diving.
For now, there is hardly any risk in diving procedures at all.
A good start would be to have the MBT simulated seperately, and a true listing of the boat could be achieved (not only with dive planes). Ultimately, all tanks simulated and the procedure more detailed/complex would be amazing.
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Old 02-06-25, 06:10 PM   #2
Fidd
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As I see it, the devs took a deliberate decision to simplify the job both in terms of the number of operable MBT, Trim and negative tank, to make them more easily operable by a single player, whereas on the real boat there were at least 3 individuals operating the controls. I suspect this was also done to make programming the bots "easier".

Before we make diving more complex, I think we should discuss "voluntary extra complexity". This is pretty much what it says on the tin. Every player, where this could be applied, would be able to choose whether to play with extra complexity - or not for a given role, with the default being "OFF". As you play, the captain slowly accumulates points, perhaps multiplied by tonnage at end of game/survival etc. The points could be spent on exotic torpedoes, better batteries etc.

All this would prevent the need for exotic coding to get the bots working with extra complexity, would give a longer learning curve, and more scope to become a "really good" (role), and keeping the game more interesting, which helps with player retention. Because there's no great penalty to taking on a new (player role) playing in "easier mode", it wouldn't harm bringing new players on.

I completely agree that the physics model could be better, and that maintaining PD should be more work up to a point. I would like to see more changes in trim when torpedoes are fire, or crew move, and longitudinal trim added as two voluntary extra complexities for the dive officer. Personally, and I fully appreciate this would not be uniformly popular, I'd like to see periscope use in full night, much harder, with the "lock" removed, and available contrast being reduced, to encourage UZO use, and make ranging more of a prolonged period of calculation/observation.
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Old 02-07-25, 08:11 AM   #3
Bilge_Rat
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there is a thread that explains the operation of the ballast tanks in the real Type VII and why it was simplified for the game.

https://www.subsim.com/radioroom/sho...d.php?t=227325

Basically, a real Uboat had a crew of 40+ while Wolfpack can only have 7 players max, so the operation was simplified. Wolfpack still has the most complex/complete dive operation mechanism of any available subsim.
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Old 02-07-25, 09:58 AM   #4
Raf1394
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Would be nice, if it would be a bit more complex. But still able to play.
It is still a videogame.
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