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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |||
Watch
![]() Join Date: Apr 2005
Posts: 22
Downloads: 331
Uploads: 0
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However, I'd really like to have this forced pause thingy removed anyways (or better: user selectable), as it distracts form a fluent game experience in my eyes and, most importantly, also because it doesnt seem to have a consisent logic behind its scheme. For example: If a single Taskforce is enroute, hovering the mouse above it has no influence. But if you hover above a stack of TFs the game is auto paused. Why ? And further, after the game ist paused this way und you select TF organization f.e (i.e. menu flyout opens, info rollout closes) the game resumes again and time is progressing even when reorg'ing the TF formations... so the essential question here is, why pausing on info, but resuming on inter/action ? So generally I'd suggest a optional pause (even for selected TFs as these always pause the game) that is consistent ("yes / no") for
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![]() Resized window makes provides really an option to switch tasks while on patrol now ![]() Thanks ! -BB |
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#2 |
Storm Eagle Studios
![]() Join Date: Jan 2009
Location: Wakefield, LA
Posts: 284
Downloads: 0
Uploads: 0
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From the SES POV, I'm a cost of doing business, a mouth to feed. OTOH, you're a source of income. Therefore, while I might endorse a customer request, it really helps if customers ask for something.
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-Bullethead Storm Eagle Studios In wine there is wisdom, in beer there is strength, in water there are bacteria |
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#3 |
Sailor man
![]() Join Date: Dec 2007
Posts: 45
Downloads: 66
Uploads: 0
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You know what...the engine gone after few minutes bug is still here...even on my 2015 system which can run probably 10000 ships at once
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