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Old 05-15-22, 04:42 PM   #16
Aktungbby
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Staalkop!
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Old 08-17-22, 10:47 AM   #17
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Dear developers, I am very interested in buying the game, as well as I bought Crash Dive 1 in due time. Recently I watched some Let’s-Plays of Crash Dive 2 on Youtube and was still wondering about a feature, which was annoying me even back then in Crash Dive 1.

It is a somewhat confusing and strange turning maneuver of heavily damaged ships which are lying nearly dead in the water. Though these vessels were at slowest or even no forward speed, they managed to turn around their vertical axis early enough to avoid the final torpedo that would have sunk them. The remarkable speed of turning seemed to be in no proportion to the lack of sailing speed. As for a ship in the water, turning to starboard or port implies gathering forward speed previously.

This should be fixed, please. At least from my point of view this feature is too much of arcade to the disadvantage of the player’s immersion.

Kind Regards ;o)
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Old 08-17-22, 11:37 AM   #18
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In Crash Dive 2, enemy ships are still able to turn without forward movement by counter-rotating their twin screws. Their turn speed is greatly reduced by damage, but probably not as much as would be 100% realistic.
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Old 08-17-22, 02:53 PM   #19
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Thanks for very fast reply! Unfortunately that means it works exactly as intended and there will not be any change...

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Old 08-17-22, 03:54 PM   #20
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Thanks for very fast reply! Unfortunately that means it works exactly as intended and there will not be any change...
Not at all! It just means that that's how it currently works, but I'm always open to making changes based on player feedback.

The game as it exists now is quite different from what it was when it first shipped last year, largely due to suggestions and feedback from the community.
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Old 08-18-22, 04:25 AM   #21
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Speaking only for myself of course, I would kindly ask for a change. Like I explained above, I would expect no ship of that era turning around on the same spot, especially not when it is no longer able to sail forwards or backwards.

But so far it seems no other player has complained about that feature. At least for myself, I can say that I would only buy the game if the "turn-around-on-one-spot-thing" will be taken out. This is especially because it was annoying for me even back then in Crash Dive 1.

After all, this is just my very own opinion. Perhaps other players are happy with it and like the feature?!?
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Old 10-22-23, 01:49 AM   #22
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I did the above and when restarting I was at the start of the final mission. I played through this until ammo about exhausted and when I tried to end the game it froze again. I re-edited the save file as per above and was back at the start of the final mission again. I was able to re-re-edit, load and read a score (0 for the restart) and stats, but not sure it included the last mission's play-through. After another re-start, I was able to get a final "Post Hiroshima-Japanese surrender" screen, but it had no stats displayed.
Why was the user unable to view their stats after completing the final mission, even after following the steps provided?I would be very happy if you could let me know, thanks
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Old 10-22-23, 12:08 PM   #23
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Why was the user unable to view their stats after completing the final mission, even after following the steps provided?I would be very happy if you could let me know, thanks
That was from a couple years ago; I don't remember the exact cause, but I believe it was fixed shortly after. If you're running into a similar issue, send a bug report from in the game and I'll be happy to take a look.
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Old 04-05-25, 08:57 AM   #24
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Gato-class submarines carried 24 torpedoes, that is easily adjustable in the Modding section of the game. Also their maximum range without refueling is given as 11,000 nautical miles.


All in all a really great game.
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Old 04-07-25, 09:13 PM   #25
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Ferroequus! fat lotta good 24 torpedoes do ya if you're trying to sink the biggest tanker in the jap navy https://en.wikipedia.org/wiki/USS_Tinosa_(SS-283)
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On 24 July 1943, Tinosa encountered the cargo ship Tonan Maru No. 3, the largest tanker of the Japanese fleet, 19,262 tons, sailing from Palau to Truk. Codebreaker warning[further explanation needed] had put Tinosa in a perfect position to shoot the tanker with a spread of four torpedoes. None exploded. The boat's commanding officer, Lieutenant Commander L. R. (Dan) Daspit recorded in his log, "Target had been carefully tracked and with spread used [torpedoes] could not have run properly and missed." Tinosa made herself a second chance by chasing throughout the following day. Daspit also checked the torpedoes he had left and insured that the magnetic influence exploders had been disabled (see below for why). Even so, the first two torpedoes of the second attack had to be shot at an awkward angle and range. They hit and exploded disabling Tonan Maru's engines. With the target dead in the water Tinosa was in an ideal firing position, moving in to fire on the tanker at the submarine equivalent of point blank range. The torpedo appeared to hit its target but did not explode. Daspit and crew continued to fire torpedoes one at a time at the tanker. All of them hit, but none exploded. Daspit's log gives time of firing of each and states over and over again "fired [nth] torpedo. Hit. No apparent effect." Daspit recorded about the sixth one since Tonan Maru had become a "sitting duck", "... Hit. No apparent effect. This torpedo hit well aft on the port side, made splash at the side of the ship and was then observed to have taken a right turn and to jump clear of the water about 100 feet (30 m) from the stern of the tanker. I find it hard to convince myself that I saw this."

He took his sub to the other side of the target and fired the eighth and ninth torpedoes even as he saw a destroyer approaching from the east. As Tinosa went deep they heard the last torpedo hit and stop running. Daspit recorded in his log, "No explosion. Had already decided to retain one torpedo for examination by base." After shooting nine torpedoes at a sitting duck over almost an hour and a half 1009 to 1131, and taking time out to examine the fish in the torpedo room between shots, Lieutenant Commander Daspit took Tinosa back to Pearl Harbor with the single remaining weapon.

Daspit stormed into SUBPAC's office. He had shot 15 torpedoes at Tonan Maru over two days and only 2 of them had worked. The others shot under ideal conditions failed to explode. Rear Admiral Lockwood, COMSUBPAC wrote: "I expected a torrent of cusswords, damning me, the Bureau of Ordnance, the Newport Torpedo Station and the Base Torpedo Shop, and I couldn’t have blamed him – 19,000 ton tankers don’t grow on trees. I think Dan was so furious as to be practically speechless. His tale was almost unbelievable, but the evidence was undeniable."[7] When, upon inspection, nothing obvious was found wrong with that last torpedo, Commander Swede Momsen suggested conducting tests on actual warshots by firing them against the cliffs of Kahoolawe, a small island south of Maui from the submarine USS Muskallunge. The first two exploded. The third one did not. Within a few days the cause was traced to a firing pin that was mounted athwart-ships such that when the torpedo hit a target dead-on (ninety degree track angle) the deceleration forces slowed the pin's motion in its bearings and its spring could not move it fast enough to set off the explosive train. A glancing blow, however, would result in the proper behavior (which is why Daspit's first two torpedoes, fired at less optimum track angle, did explode).

Two solutions were worked on. One involved recycling a very light metal alloy that had been melted down from the engine of a Japanese airplane that had crashed on Oahu during the bombing of Pearl Harbor. Both solutions were installed into torpedoes and the submarine force had a mostly reliable weapon 21 months after the war started.
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