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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Planesman
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OpenGL significantly improves the rendering speed of the game. The default (DirectDraw) graphics service is pretty inefficient, meaning older or low power computers (eg netbooks) often run pretty slowly when there are a lot of fires on the screen or when looking at the world map - OpenGL eliminates this problem, but very rarely results in unusual crashes like yours. I've noticed the "Too deep to launch missiles" bug and I'll fix it for next time. The game isn't checking properly if you're actually on the missile screen before it gives the warning message. I'll look into the menu bugs too. Quote:
1. On which submarine(s) is this bug occurring? It's usually caused by an error in the objects.ini file for that particular sub. 2. Thanks for pointing this out, I'll fix it up for the next version. Should be a simple fix by the sounds of things. 3. Yeah, fast travel can basically be used to cheat your way out of a lot of situations currently. It's not real time compression, it just makes you move a lot faster. Currently fast travel is only unavailable if an enemy ship or plane is actively tracking your sub on radar/sonar, but I think I'll change this in the next version - it probably should be unavailable if enemies are nearby at all, regardless whether they have spotted you or not. Eventually I'll implement real time compression hopefully. 4. A* is already used, and the crew should always take the 'safest' path. When evaluating how dangerous a square is they will take into account the depth of water, the proximity and intensity of any fires nearby, and the presence of any objects they would have to climb over/under. They do not take radiation into account because they can't see it. They will not, however, recalculate their route if something changes after they start walking - this should probably be fixed at some point. Are there any specific examples of poor pathfinding you can remember? The algorithm for evaluating the safety of a square might have some bugs.
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Sub Commander: A free roguelike submarine simulator |
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#17 |
Nub
![]() Join Date: Sep 2014
Posts: 4
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I found this bug a few weeks ago but didn't get to poat it yet.
Bug: [STRIKE]The current objective (white X) cannot be viewed on the map in zoom level 1 but ot can be viewed in any other.[/STRIKE] Disregard. Bug has been adressed already. Request: Can you also change the dutch port. Curently it is Amsterdam but it should be Den Helder which is our naval port, it's north of Amsterdam. P.S Is the master arm switch in the tactical control panel going to get any functionality or is it there just as eye candy? |
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#18 | |
Planesman
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Sub Commander: A free roguelike submarine simulator |
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#19 | |
Nub
![]() Join Date: Dec 2012
Posts: 2
Downloads: 7
Uploads: 0
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4: Specifically the December, with it's many routes, I think one side may have had a tiny level of water in it. (less than enough to show up on the main view) The crew tended to take the longer route from command to engines over a more direct one. |
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#20 |
Nub
![]() Join Date: Nov 2014
Posts: 2
Downloads: 0
Uploads: 0
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First up, this game is excellent! Thanks for making it, its a gem!
Most of the bugs I've come across have been mentioned already, but I just figured out how to change subs, and on the Typhoon, my crew are unable to find a path to No. 1 Reactor Coolant Pump. I'll list any more bugs as I find them! |
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#21 |
Gefallen Engel U-666
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hygroovy & Silverware!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#22 |
Chief of the Boat
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Welcome to SubSim
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#23 |
Canadian Wolf
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Welcome hygroovy & silverware
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#24 |
Nub
![]() Join Date: Nov 2014
Posts: 2
Downloads: 0
Uploads: 0
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Cheers me dears!
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#25 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,375
Downloads: 180
Uploads: 1
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I've just had a strange experience. Playing as the USSR, I was tasked with destroying an enemy ship in a 6 ship battle group. This turned out to be USSR as well. Just to see what would happen, I sunk 4 of the 6 ships, including the target. The remaining ships DC'd me to oblivion, which I expected. I jumped out of the game, used the Mission Completer, restarted back in Odedssa port and was immediately marmalised by a US Task Force right outside the port! Needless to say, that was the end of me. None of the USSR patrol aircraft lent a hand, neither did any fellow whips in the area. What could cause this anomaly in the first place?
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Hanging on in quiet desperation is the English way... |
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#26 | |
Planesman
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Edit: Was a nuclear war in progress? Sometimes nations will declare war on themselves when the nukes start flying, so that could explain why you were ordered to sink your own ships. The second one is a combination of bad luck and not-yet-implemented features: While most AI task forces are assigned to strategically important areas, a few will appear at semi-random locations to spread out the action a bit. Sounds like a US taskforce decided by chance to sail right up to Odessa! Combat between AI units has not actually been added to the game yet. They will maneuver around and try to intimidate each other but they can't yet fire their weapons. This was a compromise I made a while ago, because running the AI routines for thousands of ships firing at each other made the game run extremely slowly. I recently made a breakthrough on this front, however, and combat between AI units will definitely be added in the next version - it's working pretty well so far, though there are still a couple of minor problems to iron out.
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Sub Commander: A free roguelike submarine simulator Last edited by TheGeoff; 12-06-14 at 07:34 AM. |
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#27 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,375
Downloads: 180
Uploads: 1
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I've found that when I use the Foxtrot class sub, things go a bit screwy when I save and reload. The motor control panel and misc. systems control panel both 'fill in' the missing gaps, so there are suddenly inoperative turbine controls on the motor panel, and there are the missing ventilation section controls added back in, but inoperative, to both panels revert back to 'nuclear sub status'. Also, my crew members can no longer find their way out of their respective sections, despite me opening the doors for them.
I've also found that the mission log changes from whatever your starting choices were, to a USSR sub. For instance I started this mission in a French Foxtrot Class sailing from Marsailles, yet after saving and reloading, the log reckoned I was sailing a nuclear boat for the USSR out of Sevastopol. I know you didn't design this sub, but would you be able to fix these?
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Hanging on in quiet desperation is the English way... Last edited by Tango589; 01-03-15 at 11:33 AM. |
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#28 | |
Planesman
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Sub Commander: A free roguelike submarine simulator |
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#29 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,375
Downloads: 180
Uploads: 1
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Hanging on in quiet desperation is the English way... |
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#30 |
Planesman
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The problems you mentioned have now been fixed, redownload the game to get the update. In the process of fixing them I found and fixed a far more serious bug which could lock you in the menu and prevent you from saving or resuming the game
![]() The 3D version is coming along well. I put it on hold for a couple of months, but I'm working on it again now - doing the code for the electrical systems at the moment, as well as modifying the multiplayer system to be more practical. Also I have found someone who may be able to do the 3D models for the game, which will hopefully make the development process much faster.
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Sub Commander: A free roguelike submarine simulator Last edited by TheGeoff; 01-06-15 at 11:16 PM. |
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