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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#20 | ||
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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Ok on to some answers: Answers 1. We don't model detection ranges. Since it is more of a skirmish game, all ships know where all ships are all the time... unless submerged!! So as soon as you surface a sub, you are detected and fair game. Agree this is not realistic. Sensor and visual ranges coming in sequel. 2. This seems strange to me... There are no accuracy adjustments based on target type. Perhaps it is just the paper thin hull of the sub? 3. Due to simple compartmentalisation in a sub. A surface vessel has more compartments and more options to control flooding. But lose a single compartment in a sub and you're sunk. 3. Bug. First torp fired was not getting TDC or Improved Detonators upgrades applied to it. Is fixed on Android and in next build for iOS. Suggestions 1.1 For the sequel, aft torp rooms are in. 1.2 Coming in the sequel. 1.2 Coming in sequel with factors such as time of day, weather impacting detection of subs and surface vessels. 1.3 Still not sure is a factor? Might be due to susceptibility to splash damage from nearby shells? (splash of the shell fragments, not the water that is). 1.4 Bug 2. Hedgehogs (and Squid) were both allied ASW. Deploying depth charge patterns is in the sequel and Hedgehogs as well as Squid will be available for allied escorts depending on time of war. 3. Agreed. Interesting glitches. AA sound on a submerged sub is a bug. For the most part torps detect when they're hit an island. Are you finding they can burrow under just about any land mass? Might be a bug.
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