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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Feb 2018
Posts: 30
Downloads: 110
Uploads: 0
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I have heard the game will be user friendly for mods which is great!.
I would definitely like to remove those flying labels all over the sub and change gui. Also the map looks too much digital, i would make it more like in sh5 and with real navigation. Also to remove that blur would be nice. The sea looks very good and submarine models are very good. What would you like to mod guys? |
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#2 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
Uploads: 0
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Not sure, but I believe the map will have more options eventually,
The option to have 2d map might actually be possible in the vanilla game eventually. |
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#3 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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Some level of activity on the ships being attacked would be great. Also, the sub looks like it's attached to rails as it travels through the water. Any improvement there would be great.
Last edited by TDK1044; 04-24-19 at 03:35 PM. |
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#4 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
Downloads: 64
Uploads: 1
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Speed +/- , heading, and depth meter all 3 onscreen at the same time (and maybe decrease their size a little as well).
And an option to hide whichever of the 3 you dont need atm.
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#5 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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There is a noticible lack of enemy destroyers in the streams ive seen. That could be a problem as the game looks so easy. These merchants should have escorts. So i would suggest more enemy destoyers with Good AI. They should be able to hunt you down. Half the job of a good captain is dealing with being attacked and hunted.
![]() Last edited by brett25; 04-27-19 at 02:25 PM. |
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#6 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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I am more concerned about the environment of the game. I like the more realistic environment, the sea, the sky and the clouds. Waves with different wind speeds, environments in different climates, and splashes and wakes of submarines.
SH5's clouds are too big, the proportion is wrong, the sea level is smaller, and there is also a lack of high-level clouds. So it's unrealistic. I hope UBOAT can solve these problems. In the UBOAT video, when the submarine was submerged, the watchtower could not see the spray. I think it's unrealistic. Why is there water spray in SH5 omitted in UBOAT? ![]() ![]() |
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#7 |
Seaman
![]() Join Date: May 2014
Location: in between northern and western germany
Posts: 33
Downloads: 155
Uploads: 0
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I hope they will add a more realistic silent running option, or at least a possiblity to control the rpm of the screws and knot speed.
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looking forward for WAC 5.0 ![]() ![]() |
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#8 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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textures...most are medium resolution ...
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#9 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
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Now that U-Boat in in early access has anyone looked at to just what can be modded?
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#10 |
A-ganger
![]() Join Date: Mar 2016
Location: Histonium
Posts: 78
Downloads: 42
Uploads: 0
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more music. Maybe we can use the files from Wolves of Steel.
I don`t know if the planes atm. are really as they should. Yesterday I got bombed heavily while it was 2 am and really dark. How the hell could they see me? I couldn`t see barely my ship from outside view myself. |
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#11 | |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
Uploads: 0
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The Sunderlands have ASV II modelled, I think the real problems are: they are too accurate with bombs, but maybe their could be lower probability of Sunderlands having radar that early on. And also The Sunderland is only patrol plane in the game currently, Things should ease up when we get more Radar-less, Blenheims and Beauforts taking up patrols in early war instead. (should be Hudsons really - but licencing issues) Last edited by JU_88; 05-02-19 at 12:14 PM. |
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#12 | |
A-ganger
![]() Join Date: Mar 2016
Location: Histonium
Posts: 78
Downloads: 42
Uploads: 0
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#13 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
Uploads: 0
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Cool I'm sure Ill have a chat with Nhilcat about that one when he is less bogged down with post release bug madness,
He'll likley be tearing his hair out to make fixes for next week or two at least. ![]() But yeah, its a balancing issue that will need a look for sure. |
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#14 |
Chief
![]() Join Date: Jul 2006
Location: Utah
Posts: 314
Downloads: 120
Uploads: 0
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I would like the ability to say rig for depth charge, so that all the bulkhead doors would be closed and shut by default. In this the compartments can still be occupied. If a crew member passes through a door they would open it and then close it behind them. As it is currently if I manually close the doors the next man through the door opens it and leaves it open. It's almost impossible to get anything done and keep all of the doors closed. I would also like to be able to keep spare parts in the front storage as well. As it is currently if the rear storage gets flooded then I have no parts and can't fix anything. I would prefer to be able to stash parts in either storage to better manage my damage control efforts.
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#15 | |
Swabbie
![]() Join Date: Sep 2017
Posts: 10
Downloads: 18
Uploads: 0
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