SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
12-14-16, 02:33 PM | #46 |
Grey Wolf
Join Date: Feb 2009
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Looks a little scary...
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01-05-17, 10:29 AM | #47 |
Watch
Join Date: Sep 2014
Posts: 22
Downloads: 15
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How are things going?
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01-09-17, 07:16 AM | #48 |
Born to Run Silent
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Plugging along. Oscar is working on the netcode, getting the game to function within the Steam environment.
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SUBSIM - 26 Years on the Web |
01-14-17, 05:40 AM | #49 | |
Ace of the Deep
Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
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Quote:
As far as I remember (and Doenitz's memoirs confirm this), variant 3 is correct. Also, I remember that the pistols were in general set between Contact-Only and Contact + Magnetic, so there was no "magnetic (MZ) only" option possible. At least not for regular T1-T3 torpedoes, I seem to remember it was slightly different for Accoustic torpedoes. Food for thought - Pi-2 and 3 had an ON / OFF switch - I presume for the magnetic detonation: http://www.bulletpicker.com/pdf/Mine...20Part%204.pdf (Pi-1 was an impact only pistol, which means early T1s didn't have magnetic detonation option).
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With strength I burn... Last edited by elanaiba; 01-14-17 at 05:57 AM. |
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01-19-17, 04:31 AM | #50 |
Swabbie
Join Date: Jan 2017
Posts: 14
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is Neal, Oscar and Einar playing/beta testing Wolfpack these days? I would like to see the game and hear the development discussions. If you could record your sessions that would be a great promotional tool. Marulken videos are more fun to watch than Hollywood productions
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01-20-17, 07:46 AM | #51 | |
Dipped Squirrel Operative
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Quote:
Imho when a tube was locked to a target, the TDC submitted the running solution directly to the tube. In case of failure the settings could be adjusted up front in the torpedo room, manually.
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>^..^<*)))>{ All generalizations are wrong. |
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01-30-17, 03:57 PM | #52 |
Swabbie
Join Date: Jan 2017
Posts: 5
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It's been a while now, going on 10 days.
I feel like I have OCD; I check this thread multiple times per day. Any updates on the progress of Wolfpack? Hope all is going well with the development. |
01-31-17, 12:11 PM | #53 |
Swabbie
Join Date: Jan 2017
Posts: 14
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Hopefully it is just bad PR/management. The two guys from Sweden were just doing fine without subsim.
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01-31-17, 02:37 PM | #54 | |
Grey Wolf
Join Date: Feb 2009
Posts: 995
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Quote:
The're currently working at crew animation...
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01-31-17, 02:59 PM | #55 |
Swabbie
Join Date: Jan 2017
Posts: 14
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FB!? Could we get the latest info here NOW!? *shakes head in disbelieve icon*. Hopefully you were only joking us?
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02-01-17, 02:18 PM | #56 |
Aviator
Join Date: Jul 2008
Posts: 59
Downloads: 134
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To think it was always as simple as checking the facebook page, who knew . To be honest I completely forgot about them even having one but then again I hardly check mine.
The link for it for convenience sake. (https://www.facebook.com/WolfpackGameOfficial/) |
02-01-17, 09:29 PM | #57 |
Swabbie
Join Date: Jan 2017
Posts: 14
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Leo, could you post the content of that 'facebook', so the rest of us (that will never set foot into that ****hole) can see also?
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02-02-17, 03:52 AM | #58 |
Ensign
Join Date: Sep 2009
Location: Germany
Posts: 222
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Thor why don't you just click on that link in a web browser of your choice and look? I mean you don't need a FB account for that.
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02-02-17, 11:40 AM | #59 |
Swabbie
Join Date: Jan 2017
Posts: 14
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I've gathered that I could see the content without an account, thank you, but like I've said I will not set foot in that site.
I'm abit confused about that (what I perceive to be) news blackout. Why can't anyone in the know post some fresh and juicy bits of info for us fans, HERE? Pics, videos, sounds, info, comments, words, open teamspeak dev session, Q&A session, anything! If I'm the only one whos impatient here (and doesn't look like it is the case) then nevermind, but I seriously don't understand what is going on with this 'wolfpack' project. |
02-02-17, 12:30 PM | #60 |
Grey Wolf
Join Date: Feb 2009
Posts: 995
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You can check the FB game news even if you have no account of FB. Anyway they presents a weekly briefing with small changes only.
There is nothing simple to code animations in game, but please remember project bases on "already completed" HMS Marulken game. So let's speculate: - uboot shape is ready, - uboot's interiors are ready, - missions are ready, - crew models are ready, - damage model is ready, In progress: - crew animations, - enemy ship shapes, - singleplayer code, - orders queue,
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hms marulken, subsim, u-boat, usurpator, wolfpack |
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