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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
Downloads: 105
Uploads: 3
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More feedback:
- I hit a u-boat with depth charges, and my lookout reported an oil slick, but the sub was still alive and operational. I'm no expert, but if the sub is leaking oil that means it has a hole in it. I don't see how it can remain at 100% combat effectiveness if there's oil floating on the surface - was the submerged speed changed for u-boats? They still seem like they're going too fast and are able to dodge a depth charge drop almost every single time. It doesn't matter if I go at them head on or if I plan my approach and try to come at them from their stern. They will make a hard turn and I can never get the charges to land exactly on him (except for one time, which I already explained above...oil slick but no kill) - to add on to the last point, my escorts also have the same trouble sinking a u-boat. I've heard them make depth charge run after run with the same results I usually have, which is not hitting the target or getting a report of oil and debris but the target isn't sunk. Are the u-boats invincible in this closed-beta build? - the sonar indicator will go in the opposite direction of what you've set the circular arrow button on the right to be. I find I have to click that button twice to get the indicator to match the direction of what the button shows if you leave the sonar screen and come back, especially after contact has been lost (usually during a depth charge drop) - I've seen the periscope briefly using the lookout station, but then it suddenly disappears even though the automated lookout is still calling out they can see a periscope feather. I point right at the bearing with binocs but still can't see it, even after shooting star shells. It seems to be a graphical glitch - If you load starshells, sometimes you can't unload them or switch back to normal shells after firing a starshell burst - Sometimes you can't unclick the "radar track" button for the gun if you previously clicked it but the sub submerged and you lost the track. This results in the player unable to manually rotate the gun turret - When tracking a sub and you lose contact, if there is another sub nearby that an escort is tracking and giving you bearings for, that new sub will automatically switch to be the new target even though you're still maneuvering and trying to find the original target. This can result in the sonar snapping to the new target and making it harder to find where the cursor originally was to attempt to switch back to the old target to track it using the sonar In all, combined with my first feedback report, I don't think this closed-beta build is ready for an early access release, especially if the u-boats are somehow set to be invulnerable. |
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#2 | |||||
Born to Run Silent
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That's good feedback
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Also, would love to have the DRT retain the last one or two markings when switching from 1000 to 100. Quote:
![]() Also, the u-boats in the game always give away their position by being on the surface at the beginning of the game. Have you played a mission yet where they are quietly submerged and they torpedo a ship before you know they are there? Sounds like that should happen at the Hard difficulty setting... you get no indication other than possible hydrophone contact or scope visual detection -- IF you happen to be in the right place. Thanks for the input, glad our notes compare.
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SUBSIM - 26 Years on the Web |
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#3 | ||
Helmsman
![]() Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
Downloads: 105
Uploads: 3
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And about W,A,S,D, personally I would like the ability to move the ship wheel using A and D (instead of click and hold dragging) and W and S to make speed changes without having to confirm them. Sometimes I like doing direct control during the final moments right before a drop and finding the click spot for the wheel, waiting for it to highlight green, and then holding and dragging is sometimes tedious. Quote:
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#4 |
Ensign
![]() Join Date: Mar 2001
Posts: 224
Downloads: 95
Uploads: 0
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I have played around 6 hours so far in (4 one hour and 1 time a 2 hours scenario)
I have already sent my feedback form as requested. From what I have read here, the developers are also encouraging us to provide feedback here so I will share it here as well. I have been Betat tester in a number of simulations and games, Dangerous Waters among others and one thing I have learned is that the most useful support to provide to the developement team besides effectively identifying busg is "constructive criticism". So since I wish the very best for this tittle and I am excited to finally having a "modern software" Destroyer Simulator ![]() Those of you interested in my feedback, open the spoiler. It is a long text.
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Peace and freedom are not free. Last edited by Furia; 09-12-22 at 04:21 PM. |
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#5 | |
Helmsman
![]() Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
Downloads: 105
Uploads: 3
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I also had missions where the fog was so thick I couldn't see 50 yards in front of my ship, but the subs have no visibility limitations regardless of the weather setting. Their torpedoes also, as mentioned, have no % chance to be a dud. They always explode and I've never seen one miss. I have also visually zeroed in on a periscope above the water, dropped my shallow pattern, and the sub is still shooting and firing at merchants while I'm circling around to pick him back up on sonar. The 5" guns are also somewhat bugged. I can see the rounds zero in on the dot reticle, but after they "hit" the u-boat, there are 5 separate plumes of water that are stretched out from 20 yards in front of the u-boat to 20 yards behind it, as if my guns were all aiming at different points. I don't see them all hit on the convergence point, which is frustrating because I'm shooting a sub at 800 yards full broadside but my gunners are somehow missing both ahead and behind the target. A couple times I've seen a large explosion and black smoke originate at the center of the u-boat, indicating a critical hit, but this was after 4-5 volleys at less then 1,000 yards. The 5" gun accuracy just isn't there, and they act more like a deterrent to force the sub under than a weapon that can reliably sink the u-boat. I've also noticed that the air cover says ETA 15 min but they're ready just a minute after that, and sometimes I never get air cover. Their support seems to be completely random. |
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#6 | ||||||
Born to Run Silent
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I agree with you, good feedback, that should be really useful for the devs.
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Do the AI subs have the same limitations as the real ones? Are these limitations scaled for a three hour game (as they are in Wolfpack). How long is an hour of the game measured against real life? For example, a U-Boat could sprint at 6 knots or so for 45 mins. What should I expect this performance to be in the game? Is it necessary for AI u-boats to raise their scope for ~30 seconds to prepare for a torpedo launch? I would think so. Quote:
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It might take 12 hours to complete the mission (guard against attack, react to attack, prosecute ASW, continue to tie sub down with more ASW, direct other DDs, allow the convoy to escape, destroy sub and/or when convoy is 30 km away, return to convoy.) but that's a great use of the Save Game feature. ![]() ![]()
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SUBSIM - 26 Years on the Web |
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#7 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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Hi, i got the details to join the beta but have had covid so behind the 8 ball, where do you input the code, obviously iv had steam for years but i cannot work out where to input the code, or even if the beta is still playable. Thanks
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#8 |
Helmsman
![]() Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
Downloads: 105
Uploads: 3
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Games > Activate a product on steam
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#9 |
Helmsman
![]() Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
Downloads: 105
Uploads: 3
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There is something really wrong with the victory conditions. I was running a small battle, had sunk 2 out of 3 u-boats and was converging on the 3rd with Antler and air support.
My lookout called a torpedo wake, and suddenly I get a cinematic of a u-boat shooting a torpedo and a merchant ship getting hit, followed by end of mission and the attached score screen. How can the mission grade be "F" if I sank two u-boats and only one merchant was sunk? Previous missions I've had up to three merchants sunk and the mission never ended. I think the code for the scoring system has a bug in it, especially since the score screen says zero merchants were sunk. *edit* The game is completely frozen on this score screen. I can still bring up the ship wheel and speed windows with A,D/S,W, but no confirmation button or "X" to click to get rid of the score screen. I can still hear ocean sounds too, but everything else is paused. I had to Alt-F4 to quit the game. *edit #2* Another strange thing happened in this play session. I made successful drops on the same u-boat three times, and each time an oil slick appeared. That seems like an awful lot of damage without actually sinking the u-boat. Last edited by Halcyon; 09-13-22 at 05:21 PM. |
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#10 |
Machinist's Mate
![]() Join Date: Jul 2004
Posts: 126
Downloads: 77
Uploads: 0
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in knowing how the dd does what it does will help me be a better sub capt
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