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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: May 2013
Posts: 33
Downloads: 5
Uploads: 0
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Anything new to report this week Scott?
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#2 |
Dev Team
![]() Join Date: Jun 2014
Location: Southern California
Posts: 114
Downloads: 1
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I'm off on vacation this week, but I have a version currently out in Beta testing with some requested/suggested features:
• Sinking ships hang around much longer at higher difficulties • Custom game option: Show/Hide depth charge markers • Custom game option: Real-world/2x ship speeds • Custom game option: Show/Hide ship models in chart view when periscope is submerged • Added secret menu to unlock all difficulties (for those who want to skip straight to the hard-core modes). -Scott |
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#3 |
Seaman
![]() Join Date: May 2013
Posts: 33
Downloads: 5
Uploads: 0
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Thanks. Consider a bobbing periscope as an option in settings to turn on or off. I have been playing silent hunter 3 on PC the last few days and it adds a lot and I think you can turn it on and off in options,
Just askin Thx |
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#4 |
Nub
![]() Join Date: Sep 2012
Posts: 3
Downloads: 1
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While I am very pleased with Crash Dive so far, I can't help noticing that the corvettes are nearly twice as fast as in real life. Wiki gives their maximum speed as 16kn, and points out how difficult this made it for them to catch up with a convoy if they had to stick around keeping a submarine submerged, and therefore allowing the merchants to sail on.
After I attack a convoy, they always seem to go away - and come back to protect stragglers - at 30kn. I am sure the Admiralty would have been very happy if this had been possible Looking forward to the next upgrade. |
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#5 |
Seaman
![]() Join Date: May 2013
Posts: 33
Downloads: 5
Uploads: 0
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See "real world speeds" 2 posts up
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#6 |
Seaman
![]() Join Date: May 2013
Posts: 33
Downloads: 5
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Hey Scott, a few more comments / questions.
As the difficulty increases, which of these are affected? 1. Number of destroyers with convoys (I know this increases as difficulty increases) 2. Accuracy of destroyer depth charges (better chance of getting sunk) 3. Greater chance of the destroyer picking you up on sonar I can tell number 1 but I don't know about the other two. Just curious. Also on the Sim setting / difficulty, it appears to me that the submarine is only firing straight line torpedoes- torpedoes from World War I and the early 30s- where the submarine had to be pointing in the direction of the torpedo shot. What you could do is press a button on the screen from the periscope view and have a little box pop up and the user could input estimated angle on bow and estimated ship speed to calculate an angle shot. You could have a wheel of fortune scroll down numbers to pick from for each input number. I just checked and it looks like the torpedoes go where ever the periscope is pointed. Another thing you could do way on down the line is have an option to create your own encounter- kind a like the app Pacific Fleet. you could select the ships from a drop-down menu and maybe use your finger to draw out their direction heading on that tactical map or something. Last edited by deadhead1971; 11-19-14 at 12:06 PM. |
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#7 |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
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All german torpedoes since 1906 starting with the C/06 were able to fire an angled shot up to 45° and later (but before WWI) up to 90°.
__________________
![]() WOTA: Wolves of the Atlantic™ - upcoming mobile U-boat simulation for iOS (later Mac, PC, Linux) • subsim forum • facebook |
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#8 | |||
Dev Team
![]() Join Date: Jun 2014
Location: Southern California
Posts: 114
Downloads: 1
Uploads: 0
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![]() Quote:
2. No, depth charge accuracy/power are constant. Having more escorts dropping them was enough of a difficulty multiplier. 3. No (same as above, having more escorts pinging you already makes them more likely to pick you up). Some of the other things that change with difficulty:
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Thanks for the feedback/suggestions, -Scott |
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