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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Iron Wolf Studio
![]() Join Date: Feb 2017
Posts: 74
Downloads: 4
Uploads: 0
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Hi there,
the gunsights are already optionally automated and you can aim by radar. As for the crew voices, you can turn them down (music, sound fx, and speech all have separate sliders for volume control). |
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#2 |
CINC Pacific Fleet
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Can't wait for its release.
I hope that, after this game has been patched due to some errors the dev team will create an addon-which is subs. Markus
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My little lovely female cat |
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#3 | |
Watch
![]() Join Date: Mar 2009
Posts: 30
Downloads: 336
Uploads: 0
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Make a dynamic campaign, is it just a skript driving game, i'm out. |
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#4 |
Grey Wolf
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If you keep at least as much manual control as in the video above as an option, I will buy it.
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If you have a question about celestial navigation ... ask me! ![]() Celestial Navigation Spreadsheet |
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#5 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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I just downloaded it and played really quick and it looks promising. Keep in mind the sonar diagram is NOT relative to your ship but it’s actually on true north. So if you have the submarine off of your nose it’s not necessarily straight up on the sonar diagram. It’s a little confusing.
So far I like it but it seems like the submarines are super aggressive. In real life they would be trying to hide from the destroyer but in the simulation so far they press the attack on the convoy while you are actively pursuing them. Maybe this can be an adjustable realism setting? |
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#6 |
Iron Wolf Studio
![]() Join Date: Feb 2017
Posts: 74
Downloads: 4
Uploads: 0
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Hi there,
Thank you very much for the feedback. Yes, the current AI is slightly on the agressive side, because of some issues that we have encountered in mid-development of the demo. When we first implemented the AI, it had more maneuvering variety and the agression level was more or less what we wanted. However, as development progressed, certain issues popped up which made it difficult for the U-boat to re-engage the convoy once you pressed it hard enough. It often happened that the U-boat was unable to get a decent shot even if you didn't really pursue it, and it seemed wrong not to have a challange, or at least some pressure - the game got boring if there was no feel of immediate danger ![]() However, in the full game we will have multiple U-boats, and they will have 'levels of temperament'. There will be Kaleuns who attack agressively, and those who will lie in wait and make various confusing maneuvers. In general, the AI is far from ready, so don't worry - it will be much better once we finish. |
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#7 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Killed the sub. Don’t know how to post pictures here.
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#8 |
Iron Wolf Studio
![]() Join Date: Feb 2017
Posts: 74
Downloads: 4
Uploads: 0
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Wow, that's quick
![]() ![]() ![]() I thought it would take you a little longer till the first kill, but cheers! ![]() |
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