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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
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Thanks for the feedback and glad you're enjoying the game.
Submerged subs are far too sensitive to gunfire right now, it is a bug getting fixed in the next update. Yeah, there are some strange memory issues when re-starting a game session. Very hard to troubleshoot... The game is somewhat memory intensive so clearing the cache and reloading each time will make it run smoother and more stable, so it is probably worthwhile doing this. For those escaping merchants, you don't *have* to get them all. If you can hit them hard and fast to begin with, letting those stragglers go will hopefully not lose you the war. Unlike Pacific Fleet, you're not expected to sink everything that appears in combat ![]()
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#2 |
Bosun
![]() Join Date: Jul 2014
Location: Warsaw, Poland
Posts: 63
Downloads: 118
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Talking about this bug with gunfire sinking submerged u-boot:
At least once I believe I saw that a shell didn't hit a ship (merchant) directly (splash of water near its side) but it sank anyway, so I suppose it was hit under waterline (in other words, the engine simulates how shell is travelling underwater). Am I right? Or do I praise game engine too much? ;-)
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#3 |
Navy Seal
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That, and I believe it also simulates splinters from HE ammunition. It's mostly noticable on the larger-caliber guns, but often you'll see that even near misses that wouldn't have hit the ship under the waterline still do damage.
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#4 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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It even calculates armour penetration based the on range of the shot (penetration decreases with range) as well as the angle of incidence of the shell as it strikes armour.
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#5 |
Fleet Admiral
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Any news on the kindle version?
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#6 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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Might have it up on Amazon sometime this week.
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#7 |
Fleet Admiral
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Cool, look forward to it.
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