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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#376 |
Swabbie
![]() Join Date: Jun 2014
Location: Cologne, Germany
Posts: 7
Downloads: 0
Uploads: 0
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I have some suggestions for this great game:
- I think there should be a possibility to mark positions on the map, where you spotted a ship by RADAR for example, so you can better track their general course and possibly their speed. Also the RADAR officer could give an approximation after some time of tracking a ship an the RADAR screen. - As someone said before, the sonar should display the approximate distance to a contact, at least on the tactical console, so you don't have to guess if it is within torpedo range or not when submerged. (I don't know if this would be technically and historically realistic with only an passive sonar, though.) - In my opinion it is a little bit to easy to sink enemy ships with the torpedoes. I think sometimes a torpedo should miss, even when firing at an unsuspecting enemy. Also not every hit should destroy the target immediately. I think the possibility of only crippling ships or having them sink slowly, so you don't know if it is really destroyed or maybe can still fire at you, would really contribute to the atmosphere. - Sometimes it is a little bit annoying that you can't see hull breaches, when they are on a square where a piece of installation is. Last edited by P-Dup; 11-11-14 at 10:29 PM. |
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#377 |
Chief of the Boat
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Welcome to SubSim jartoch
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#378 | |
Watch
![]() Join Date: Nov 2014
Posts: 23
Downloads: 5
Uploads: 0
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Quote:
Also, regarding the sonar: It is impossible to tell how far a boat is by PASSIVE sonar alone. Passive sonar is just listening at the water for sounds. Imagine trying to tell how far someone is by the intensity of their scream! You can get an idea, but not precise range. What I was suggesting was adding ACTIVE sonar, which is the pinging thing you hear in movies. It sends out some noise, and hears for the return. Active sonar will give you bearing and distance. Problem is, active sonar can be heard behind it's useful range. What this means is: While the active return might not see anything, someone could detect it. And an intercepted sonar return, while it does not give away distance, gives away your bearing, which means that the subs and other vessels know where to shoot to. So far, the only way to get distance accurately is by radar, which means you have to raise the scope, and possibly be torpedoed by that plane which was tailing you. (Seriously: US's P-3 orions are Satan on earth. If you don't get what I mean, get the US to declare war, and try to recon one of their ports. Jesus Christ!) And if the plane was not tailing you, it will be soon enough. While sonar might give away your location to underwater targets, at least it will not give it away to the P-3's. And finally: Your section compartment. I really like the idea. Problem is, it would need to be proportional to the size. A small warship, because it's fast and a pain in the posterior, should be easy to take out, but larger warships should take 2-3 hits or more. It would certainly make it more tense. Otherwise, everything makes sense. Also, sorry if this is too long. Might have gone a bit overboard, and watching some Dangerous Waters certainly did not help ![]() |
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#379 |
Nub
![]() Join Date: Nov 2014
Posts: 3
Downloads: 0
Uploads: 0
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Well, i just wanted to say that i managed to run the Sub Commander on android, using not-fully-free port of Wine called ExaGear Strategies.
Sub Commander itself loads very-very slow, but as far as i can say it runs fast enough to be playable. Mouse emulation works OK, but its pretty uncomfortable to call a keyboard when you need to press a key, but its definetely more playable than i expected. Photos (I wasnt able to take a screenshot when in emulator) ![]() ![]() ![]() Also, im a blitz coder too, and as a blitz coder im assuming that loading bar is decorative, but im certainly can be not right as i dont seen the source codes. But i love this game, and i wish it to relase someday P.S. Sorry for my English, its not my primary language |
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#380 |
Gefallen Engel U-666
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Sashkakuhta! Borodin! and jartoch!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#381 |
Chief of the Boat
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Welcome to SubSim
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#382 | ||
Planesman
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When the game is ported to BlitzMax, it will be much easier to do fancy fade and transparency effects for the radar and other sensors ![]() Quote:
As for the torpedoes - from my research and from talking to former submariners, I understand that modern torpedoes are so powerful they will split most small or medium size ships in half. Large ships should be a bit more resilient, and I'll make sure the game reflects that when they are added. Which should hopefully be soon, by the way - I've just started on the code for aircraft carriers. Quote:
![]() Hopefully, the game will eventually not require a keyboard - all functions will be controllable by clickable buttons. That way no keyboard emulation will be necessary for touch screen devices, making the game a lot easier to play. The loading screen is definitely not decorative, it is displayed while the game is reading from config files, loading units etc. Loading the map is by far the slowest part, and that's what the loading bar shows - each pixel of the loading bar represents about 700,000 square kilometers of the map (about 1100 squares). The map is about 5MB total, so blitz takes a while to load it all on slower computers.
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Sub Commander: A free roguelike submarine simulator |
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#383 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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Sweet Android.
This game is the perfect companion for and Android device. No more lame candy crutch ( or was it rush?) Instead some imagine playing SC when the fancy strikes. ![]()
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#384 |
Nub
![]() Join Date: Nov 2014
Posts: 3
Downloads: 0
Uploads: 0
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I'd like to see the following implemented in future releases:
-Cruise missile-capable subs -Aircraft and Assault/Helicopter Carriers -Iowa-class Battleships -Additional aircraft types (Interceptors/Multirole/Bombers/Rotary-Wing) -Escort Missions -Joint-Operations Mission (With friendly task units and aircraft) -Ranking system for completing missions successfully -Command not one, but multiple subs when at higher ranks |
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#385 |
Watch
![]() Join Date: Nov 2014
Posts: 23
Downloads: 5
Uploads: 0
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Suggestion
Hey there! It's me again, with a new suggestion.
I was recently in a transit to recon Capetown. On the way there, however, I found several vessels. At the time, I was below the layer, and wanted a quick identification. So, I used the targeting computer to get a nation. Problem is, thought, there is no way, rather than zooming out and checking in the map (and this can be impractical or impossible sometimes) of whenever the vessel's country is currently at war, and if you are authorized to engage them. What I was thinking was adding something like a War Listing of sorts, were you can double click on it, and the list of all countries at war with you are displayed. An extension of this could also involve allies. Even better, you can have a "Friend or Foe" counter in the targeting system. Just a suggestion I was thinking about. Hope you like it! ![]() A fan, Dilqui |
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#386 | ||
Planesman
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![]() Work on the next version is progressing slowly but surely. So far it includes several nice improvements to the user-friendliness of the game, many realism improvements (some suggested by a former submariner), a few new cities, and a LOT of bug fixes. But before releasing the update I still want to redo the main menu, and add a proper options menu to eliminate the need for messing around with gameoptions.ini.
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Sub Commander: A free roguelike submarine simulator |
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#387 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,377
Downloads: 180
Uploads: 1
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I can't wait, it all looks very good!
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Hanging on in quiet desperation is the English way... |
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#388 |
Watch
![]() Join Date: Nov 2014
Posts: 23
Downloads: 5
Uploads: 0
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Wow, that was quick!
As the title says, I did not expect you to implement that so quick! Nice to see an active developer who takes part in the community.
![]() I can hardly wait for the next version! I want to ask, but at the same time, I feel as thought it would put you under pressure... Is there currently an estimate of when the next version comes out? I don't want to put any extra pressure or anything; you can just say you don't know. But it would be nice to have an idea of when it comes out. Also, has active sonar been implemented yet? ![]() ![]() ...look at me. I am blabbering like a fool now. ![]() Anyways, I will sign off now, before I say something stupid. ![]() The Fan, Dilqui |
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#389 |
Watch
![]() Join Date: Nov 2014
Posts: 23
Downloads: 5
Uploads: 0
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Watch This!
I was browsing Youtube, when I found THIS:
It's a playtrought of sub commander! It's version 0.23 in the video, so no nukes. ![]() Tell me what you think! |
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#390 | ||
Planesman
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Active sonar has been added ready for the next release. It tells you the exact bearing and distance to your sonar target, but will alert nearby warships to your presence. Most importantly, it makes a cool 'ping' sound ![]() Quote:
![]() I know about a couple of other people who have made some nice videos about the game too: Effing Controller has made a couple of cool videos, the first one is here: (the stuff around 6-7 minutes is great) IchBinJaeger has made about 5-6 videos now, including one where he starts a nuclear war with a giant custom built submarine. His first video is here:
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Sub Commander: A free roguelike submarine simulator |
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