SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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06-25-17, 03:14 AM | #1 | |
Ensign
Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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1.05 in progress
Changelog of beta (in progress still).
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06-25-17, 03:16 AM | #2 | |
Ensign
Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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This is good:
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06-25-17, 04:30 AM | #3 | |
Engineer
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It's a good thing though as I always felt it was an rather an exploit than anything. |
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06-25-17, 10:02 AM | #4 |
Born to Run Silent
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Keep up the good work, KF
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SUBSIM - 26 Years on the Web |
06-25-17, 04:04 PM | #5 |
Watch
Join Date: Jun 2017
Posts: 26
Downloads: 1
Uploads: 0
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Love these updates!
Can't wait until we get 3D towed arrays though... |
06-25-17, 08:37 PM | #6 |
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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I wish KF would use the universal NATO NTDS map symbols. Its strange not using them.
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
06-25-17, 08:41 PM | #7 |
Seaman
Join Date: Oct 2016
Posts: 31
Downloads: 19
Uploads: 0
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Any update on the helm panel addition?
Seems to be referenced and shown off in screenshots but have not heard anything about it since. Im sure there are customers who bought the game based on that feature coming that would like just a little update at least as to where we are with that and how its going to be implemented. Thanks appreciate it. |
06-25-17, 08:42 PM | #8 |
Gefallen Engel U-666
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welcome aboard!
jrolson!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
06-25-17, 09:20 PM | #9 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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So the plan is get to it soon and we want to time as many edits to options/keybinds in the one release to try and minimise disruption to player's options and of course mods. Once we commit to the helm stuff it will put bug fixes on hold for a while and we want go get the campaigns stable and track down the last of the major bugs (including AI ones) first.
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Visit Killerfish Games for more info and ongoing discussion. |
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06-25-17, 09:22 PM | #10 |
Seaman
Join Date: Oct 2016
Posts: 31
Downloads: 19
Uploads: 0
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That is all I was asking for thank you.
Just wanted to know it hasnt been forgotten about or canned. Its amazing what a little communication can do! Thank you sir! |
06-25-17, 10:10 PM | #11 |
Seaman
Join Date: Jan 2012
Posts: 35
Downloads: 285
Uploads: 0
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Thank you KG! It's so nice to know you are working hard on this great game. The UI is going to be amazing, it will put the game in legendary status.
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It's all in the reflexes... |
06-26-17, 09:54 AM | #12 | |
Swabbie
Join Date: Oct 2013
Posts: 8
Downloads: 17
Uploads: 0
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Thanks KF!
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Really looking forward to this when completed. Keep up the good work. |
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06-26-17, 09:59 AM | #13 | |
Navy Dude
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06-26-17, 01:04 PM | #14 |
Planesman
Join Date: Apr 2005
Posts: 187
Downloads: 20
Uploads: 0
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If you mean on the campaign map, then send me a link of what the symbols look like and I will mod them in for you.
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06-26-17, 02:07 PM | #15 | |
Engineer
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I've included them in the mod I'm currently working on. This is how it looks: Here's the link: https://drive.google.com/open?id=0B5...WowYldoTlZsY1U If you just want the icons use only this folder: override\campaign\images\sprites And if you're interested in other things I changed, here's the thread: http://www.subsim.com/radioroom/showthread.php?t=231759 |
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