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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
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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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#2 | |
Electrician's Mate
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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:
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#3 |
Bilge Rat
![]() Join Date: Jun 2017
Posts: 1
Downloads: 66
Uploads: 0
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Just for information Cold Waters V1.09e had been released
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#4 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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Hey, you have missed the 1.08c in your necro...
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#5 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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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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Visit Killerfish Games for more info and ongoing discussion. |
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#6 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
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Very Nice!
-Pv- |
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#7 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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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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Visit Killerfish Games for more info and ongoing discussion. |
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#8 |
Seaman
![]() Join Date: Jul 2017
Location: USA
Posts: 40
Downloads: 68
Uploads: 0
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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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#9 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
Uploads: 0
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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.
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#10 | |
Ensign
![]() Join Date: Aug 2011
Location: Gdańsk, Poland.
Posts: 233
Downloads: 237
Uploads: 3
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#11 |
Nub
![]() Join Date: Sep 2017
Posts: 3
Downloads: 7
Uploads: 0
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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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#12 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
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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. -Pv- |
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#13 | |
Navy Dude
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AKA Captain "Salty" at your service ![]() Visit, like and suscribe. ![]() ![]() https://www.youtube.com/channel/UCwe...1_CdFU_Mw4-SrQ ![]() |
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#14 | |
Bilge Rat
![]() Join Date: Jul 2017
Posts: 1
Downloads: 2
Uploads: 0
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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:
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#15 |
Engineer
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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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