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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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Got it. Played a mission last night. Thank you!
FWIW, I would also prefer to see everything in knots, like every other subsim I've played. I'll look forward to whatever improvements come along. |
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#2 | |
Dev Team
![]() Join Date: Jun 2014
Location: Southern California
Posts: 114
Downloads: 1
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I still may change it to knots, but that was my logic at the time. |
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#3 |
Gefallen Engel U-666
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Valdamant and Karok!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#4 |
Chief of the Boat
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Welcome to SubSim Valdamant and Karok
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#5 |
Nub
![]() Join Date: Jun 2014
Posts: 2
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The better I like it. There are so many layers to the game. Whether its targeting with periscope or without, or now trying to get inside the fleet before opening up. I also have not successfully gone head with the anti-sub ships after sinking the merchantmen. In WW II did the torpedoes home in via ping like they do today? I assumed that is the reason for the distance to arm besides not wanting friendly fire damage.
What is a good reference to better understand the antisub sonar and therefore how to evade it? |
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#6 | ||
Dev Team
![]() Join Date: Jun 2014
Location: Southern California
Posts: 114
Downloads: 1
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Quote:
Your best bet for evasion is to go to maximum depth, run at half or full speed (not flank), and drop one or two decoys. Then try and keep the decoys between yourself and the enemy ships. Hope that helps, -Scott |
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#7 |
Dev Team
![]() Join Date: Jun 2014
Location: Southern California
Posts: 114
Downloads: 1
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Gentlemen,
I'm currently working on a new version of Crash Dive that addresses a lot of the feedback I've gotten (much of it from this forum). I'm looking for a batch of Beta testers who would be willing to try out new builds and report back any bugs or issues they run into. You'll need to already own the game (the license checks will otherwise fail) and be willing to put up with experimental, potentially buggy software. If you're interested, please pm me. Thanks and happy hunting! -Scott |
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#8 | |
Watch
![]() Join Date: Dec 2012
Location: Middle Europe
Posts: 15
Downloads: 199
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#9 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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![]() I ran into the same thing when I used to do ballistic calculations. Wind speeds are usually given in knots or m.p.h., but it made more sense math wise to have them in ft./sec., the units used for velocity. |
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#10 |
Swabbie
![]() Join Date: Jul 2008
Posts: 8
Downloads: 65
Uploads: 0
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I'm one of those enjoying Crash Dive on my iPad, but I have one gameplay question: in Single Mission mode, how do you end the mission?
Several times in this mode I've encountered a convoy, sunk 3-4-5 ships, and successfully escaped the counterattacks, but I haven't figured out then how to "close" the mission & record a success... What am I missing please? Mike |
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#11 | |
Dev Team
![]() Join Date: Jun 2014
Location: Southern California
Posts: 114
Downloads: 1
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Regards, -Scott |
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#12 |
Swabbie
![]() Join Date: Jul 2008
Posts: 8
Downloads: 65
Uploads: 0
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Thanks Scott,
I thought I was going senile or something! Thing is, I started with the Single Missions to get the hang of the game, and because of this hang-up I hadn't progressed to the War Patrol yet.. Cheers Mike |
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#13 |
Stowaway
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Also, I've completed the easy starter mission but can't seem to advance to medium? Are the differences between these difficulty levels defined and can players select them at start of single missions and patrols? I'm not seeing that, assuming hard would be most realistic and I'd like to get there. So far it's fun but pretty easy, so I'm ready to crank it up but can't see how.
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