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Old 09-03-17, 08:06 AM   #1
GDFTigerTank
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Quote:
Originally Posted by Killerfish Games View Post
What a great and constructive conversation! Thanks folks.

Torpedo tubes:
These are set up to be odds on port and evens on starboard so that the columns of tubes corresponds to the left and right of your sub. Are they flipped IRL?
You have it backwards sir. Here's an example.

Example: The way you currently number your tubes in the game:
1 - 5 | 1 - 4
2 - 6 | 2 - 5
3 - 7 | 3 - 6
4 - 8

1 - 3
2 - 4

^ The problem with this is that the point of the tube numbers flipping in the columns depending on the total number of tubes on the sub.

Example: The way we'd like you to renumber the tubes to match IRL (please!):

1 - 2
3 - 4
5 - 6
7 - 8

^ You see, this way no matter how many tubes the sub has, the numbering system stays the SAME across all the subs and evens are right, odds are left.

Also, any chance we can get depth readings below 1000 ft?
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Old 09-03-17, 08:42 AM   #2
shipkiller1
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My comment is only directed towards American boats.

In my 'opinion' the tube layout should be all odd tubes on the starboard side (tube one on top, tube three on the bottom) and the even tubes on the port side. This is how it is done on the boat.

I like the current layout with the exception of the numbering. The overall layout is oriented forward on the boat so you can always know which tubes you are using, whether they are numbered serially or port/stbd.

I do not agree with this example:

Quote:
Example: The way we'd like you to renumber the tubes to match IRL (please!):

1 - 2
3 - 4
5 - 6
7 - 8
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Old 12-29-17, 08:21 AM   #3
jojo72
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Default Cold Waters V1.09e Had been released

Just for information Cold Waters V1.09e had been released
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Old 12-29-17, 02:43 PM   #4
XenonSurf
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Hey, you have missed the 1.08c in your necro...

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Old 09-03-17, 07:33 PM   #5
Killerfish Games
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Quote:
Originally Posted by GDFTigerTank View Post
Also, any chance we can get depth readings below 1000 ft?
Spent a relaxing Sunday arvo yesterday doing just this.
From the work in progress thread on Steam:
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
http://steamcommunity.com/app/541210...2967807455160/

In the future, will you be adding new ship & sub models to the game?
Yes. Neutral merchants are being worked on right now.
Additional navies, subs will likely come in future DLCs.
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Old 09-03-17, 07:48 PM   #6
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Very Nice!
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Old 09-03-17, 08:43 PM   #7
Killerfish Games
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New beta available:

Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.

Version 1.07e
In Beta

Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:
ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0

http://steamcommunity.com/app/541210...5965302007811/
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Old 09-04-17, 02:37 AM   #8
EnjoyableSTIG
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I like what you've done with the latest update!

Is it possible to split up the category of ships from the "Signature" tab? It seems tedious to go through every ship type when you know you have a submarine contact, it can't be a surface contact.

Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All (original setup with all contact types listed). That way it would make classification faster when general ship categories are already known. Especially if you ever officially add a Russian campaign, as then you could switch between NATO/Warsaw pact ships. But that's for later I'm sure.

A screenshot from this update checking out the scalable "Conditions" tab and the automatic lowering of all masts when going "emergency deep."


Last edited by EnjoyableSTIG; 09-04-17 at 02:48 AM.
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Old 09-04-17, 08:36 AM   #9
Delgard
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I thought the same thing about the signature tab, although, I just see it as surface and sub-surface. I do wish there were more merchants in the play. Sometimes I don't even bother with identification, I just look to identify its direction so I can slip in for a kill shot. Anyway, I guess it is also dependent on the year of the campaign.


Lovin' it.
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Old 09-04-17, 09:12 AM   #10
PacificWolf
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Quote:
Originally Posted by EnjoyableSTIG View Post
Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All.
Awesome idea
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Old 09-04-17, 10:58 AM   #11
Rodent Onboard
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Anyone else getting an occasional keyboard shortcut ghosting on a subsequent window? I see Shift T showing through the minimap in the bottom corner at times and an occasional reference to enter colon shortcut on the data screen in the lower right. Does NOT have any effect on play though.
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Old 09-04-17, 11:01 AM   #12
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"Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All."

+1

I was going to post about the difficulty in scrolling through long lists of vessels today which nearly negates the advantage of beating your crew to the punch. While doing all that scrolling and comparing sometimes small differences in the display with noise to the reference, I have to mostly ignore the evolving tactical picture and issue timely commands. Perhaps the crew is too handicapped when it comes to submerged threats. They seem to handle surface ships faster (probably because the turns are louder?)

Unfortunately, the many forces added to the sim by modders makes the problem worse even though trace characteristics are duplicated.

Is there code in the sim to determine identification speed based on clarity of the trace (signal to noise?) If not, please consider it. If so, possibly revisit this code? Certainly if it takes me a minute or two to scroll through a list of references and make a selection, a crew member should also be able to do this in comparable time? Documentation seems to indicate your crew are experts and considering the time period of the sim when US naval alertness and training was at its highest performance in recent history, the identification time on what looks like clear traces on the display seems lacking. I suspect it's degraded on purpose to enable advantage of the user interaction which is partially degraded (actually frustrated) by the slow UI.

Brings back memories of the original Hunt for Red October where I had to hammer on a control for a minute or two before the code interrupts would finally let the command through after it was too late to save myself.

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Old 09-04-17, 06:54 PM   #13
GeneralGamer
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Default

Quote:
Originally Posted by Killerfish Games View Post
New beta available:

Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.

Version 1.07e
In Beta

Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:
ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0

http://steamcommunity.com/app/541210...5965302007811/
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Old 09-06-17, 08:21 PM   #14
Captain_Jack_2301
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Default Well, sort of on those masts

I experienced last night a couple of times where emergency dive allowed one of the three masts to become damaged. In one case I had to repair in port,
the other times it allowed damage control to fix it. So it's not perfect yet,
but still a great addition to the game.

Quote:
Originally Posted by Killerfish Games View Post
New beta available:

Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.

Version 1.07e
In Beta

Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:
ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0

http://steamcommunity.com/app/541210...5965302007811/
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Old 09-09-17, 07:52 AM   #15
PL_Harpoon
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I've recently tried the new patch and I gotta say I'm very happy with it.

The new crew voices sound a lot better - basically you've made my crew voices mod obsolete which is fine.

I also like that the enemy is now spamming you with torpedoes and it's a bit harder to evade them (at least when they choose to go through the noisemaker).

The new navigation windows are also great. Combined with crew voices they add a lot to immersion. I would've preferred an option to type desired depth/speed like in original RSR but I won't complain about that. The current system is good enough.

There's just a couple of small issues though.
I'd also like to see the realistic tube order. I think it should be like this:
2-1
4-3
etc...

Also regarding torpedoes I think there's a bug with active homing and anechoic coating. As soon as the target reaches it's normal detection range it starts to jump between loosing and regaining contact (looks like it's changing each frame) until it's half way to the target (the range at which it should start homing).
Also, I've said it already (many times actually but it's only because I think it's an important issue), but the torpedo sensors should also be affected by the environment and in case of passive homing - noise of the target.

Other than that, it's a great update and I'm looking forward to the future ones.

Keep it up!
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