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Old 06-07-24, 04:38 PM   #1
Paajtor
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Agreed.

About the RPG aspect:
For 1st-person play, I'd love to see more improvements to NPC appearance and movement.
Less twitchy and awkward, please.

And...their hands are to big!
Plus, I would like more variety in body-shapes (a skinny guy here, a heavier guy there).
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Old 06-10-24, 12:22 PM   #2
GoldenRivet
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Quote:
Originally Posted by Paajtor View Post
Agreed.

About the RPG aspect:
For 1st-person play, I'd love to see more improvements to NPC appearance and movement.
Less twitchy and awkward, please.

And...their hands are to big!
Plus, I would like more variety in body-shapes (a skinny guy here, a heavier guy there).
You can edit every officer and character aboard ship to your liking, not just the captain.
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Old 06-10-24, 01:34 PM   #3
Paajtor
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Good to hear
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Old 06-13-24, 08:04 AM   #4
XLjedi
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Reinstalled it two days ago, after I had banished it 5-years ago for being the Sims on a boat.

Generally, seems to be much improved over the last 5-years. Seems very odd though that they are giving us access to the TDC only now? ...in unstable? It was the main reason I dismissed it originally. Figured it should've been a top priority when I left it last time. However, my return to the game seems well-timed if I can figure out how to EFFICIENTLY use the TDC.

As I try to transition back, similar issues seem to be present. The UI to transition between stations is overly clunky. I am hopeful that after I sink about 30-40 hours into it, I might get my sea legs.

Currently, I struggle with what feels like a forced method for determining target solutions. The interaction between entering the TDC info, engaging/disengaging the TDC solution to the scope, and even simple things like plotting a navigation route that might include 2 legs all seems beyond my reach.

However, I am hopeful that I will become acclimated over time and not just continue to feel annoyed by the UI. I have heard the game is mod-friendly, so I am already contemplating (once I figure out how I am supposed to function effectively) perhaps adding the buttons I need for TDC, Attack Map, Scope View, etc. ...without feeling stuck in possession of a crew member. I particularly hate the idea of assigning an attack solution to an officer and waiting on a countdown timer. I have tried the hardmode and still see things like the ship position appear on the map, seems difficult to get the settings the way I want them, my crew is overly helpful with perfect info. I don't like right-clicking on a map ship icon to bring up my torpedo launch menu.

Hopefully, all these things I will be able to tune more to my liking.
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Old 06-13-24, 10:55 AM   #5
GoldenRivet
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to me the input of the TDC is very realistic

enter it and hit the speech bubble to send it to the officer manning the TDC inputs the data for you. once the gyro syncs up, shoot, that simple.

no reason for the guy on the attack scope to be tinkering with the TDC directly
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Old 06-13-24, 12:12 PM   #6
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Quote:
Originally Posted by GoldenRivet View Post
to me the input of the TDC is very realistic

enter it and hit the speech bubble to send it to the officer manning the TDC inputs the data for you. once the gyro syncs up, shoot, that simple.

no reason for the guy on the attack scope to be tinkering with the TDC directly
The TDC is right there next to the attack scope. Why do I need Fritz cuddling with me in the con?

There is no speech bubble, I'm selecting the TDC and turning the dials. I just want to setup a 90°S/P AoB, with generic 500m distance (since the distance won't matter anyway), enter a target speed, put the attack scope on 0° and engage the TDC to the scope wire bearing when I want it to calc my gyro angle. After my first salvo, set target speed to zero, scope wire at 0°, and engage the TDC for point-n-shoot capability.

I'm going to go out of my way to figure out how to keep the crew away from the obs/attack scope, TDC, and anything else to do with a firing solution. While I'm at it, they could stay away from the hydrophone too. These are the things I like to manage.
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Old 06-14-24, 05:52 PM   #7
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Quote:
Originally Posted by XLjedi View Post
The TDC is right there next to the attack scope. Why do I need Fritz cuddling with me in the con?

There is no speech bubble, I'm selecting the TDC and turning the dials. I just want to setup a 90°S/P AoB, with generic 500m distance (since the distance won't matter anyway), enter a target speed, put the attack scope on 0° and engage the TDC to the scope wire bearing when I want it to calc my gyro angle. After my first salvo, set target speed to zero, scope wire at 0°, and engage the TDC for point-n-shoot capability.

I'm going to go out of my way to figure out how to keep the crew away from the obs/attack scope, TDC, and anything else to do with a firing solution. While I'm at it, they could stay away from the hydrophone too. These are the things I like to manage.
Are you sure your playing the unstable version with the new tdc?

There absolutely is speech bubbles for the tdc when looking through the scope in the latest game version.

It mimics the captain telling the officer on the tdc his data readings which is how it happened historically.

The new tdc is an incredible piece of work, I've been having a lot of fun with it.
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Old 06-13-24, 11:16 PM   #8
hombre al agua
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Quote:
Originally Posted by XLjedi View Post
I have tried the hardmode and still see things like the ship position appear on the map ... I don't like right-clicking on a map ship icon to bring up my torpedo launch menu.

if the option "no map contacts" is selected only your boat appears on the map, and with the real navigation mod not even your boat (but this mod is still not working in the beta)
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Old 06-14-24, 10:37 AM   #9
XLjedi
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Quote:
Originally Posted by hombre al agua View Post
if the option "no map contacts" is selected only your boat appears on the map, and with the real navigation mod not even your boat (but this mod is still not working in the beta)
Yeah, I had the no map contacts selected, but was running the torpedo tutorial, so I think the tutorial overrode my settings. Looking forward to another run at it tonight outside of the tutorial without contacts.

It seems as though the hydrophone graphic may still be a dead giveaway on target position. ...but will see.
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Old 06-14-24, 12:39 AM   #10
Aktungbby
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Default welcome aboard!

hombre al agua!
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Old 06-14-24, 11:12 AM   #11
Ruby2000
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Hi GoldenRivet,

the devs are of course also reading on Subsim. They are currently very busy with fixing and optimisations

They really appreciate your posts! Thank you very much!

Cheers Ruby
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Old 06-14-24, 11:34 AM   #12
Ruby2000
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Hi XLjedi,

you basically have the option of creating everything through the officers, everything manually or a mix of both. You have to find the way you like it best.

If you are at the UZO/Peri, you can either enter the values in the attack UI and send it to the TDC (button Speak bubble) or switch to the TDC and set it manually. Man an officer at the TDC so that you can always switch between the target and the TDC on the left.

If you do not want an officer to perform any tasks on his own, remove the officer's role or set the priority to 0.

Use the M button to switch to the map and back to the initial station.

You do not wait for a timer. Based on the input from you or the officer on the TDC, the gyro angle is calculated and transmitted to the torpedo receiver and torps. You can watch the torpedo receiver as the angle is set (torp station). As soon as this is set, the white lamp lights up "Deckung" on the TDC and on the Torp UI. The motors and duration correspond approx. to the originals.

If you want to use the levers, (on TDC or on torp-tubes) make sure that the boxes are set correctly.

Cheers Ruby

Last edited by Ruby2000; 06-15-24 at 02:33 AM.
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Old 07-05-24, 05:29 PM   #13
FinessSzabi
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Icon14 Exceeds my expectations

In short: I love it!
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