SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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09-22-22, 07:04 PM | #1 |
The Old Man
Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,384
Downloads: 79
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The new tutorial intro video is a nice edition but I am finding it is running in a slow and stuttery way on my reasonably new laptop, noticed this also with the sub torpedoing the merchant ship video.
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09-23-22, 07:55 AM | #2 |
Chief
Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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Game start
I fully agree about the cutscene when you start the game, its the point i made earlier about being rushed into the game by the time the cutscene has finished the sub has gone 2000 yds closer to the convoy. Al option of starting the sub further a way is a great idea, im not sure what range the radar was at this stage of the war but i think it was quite a bit further than 6000 yds. So perfect start for me id 1. start the game , convoy moving along and i can get my bearings and then a radar plot at say 8000yds cutscene kicks in and ive still got plenty of time to start and hunt for the target.
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09-23-22, 08:14 AM | #3 |
Iron Wolf Studio
Join Date: Feb 2017
Posts: 74
Downloads: 4
Uploads: 0
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Hello everyone,
New update: version 0.9.8 (build ID:9578079) changelog: -gameplay opening cutscene is now skippable (yes, we hear ya ) -corrected audio and performance in video content -depth charge camera now has text that says who is attacking who Thank you very much for the kind words, we are glad you are enjoying the new and improved versions! Have fun, and do let us know about your impressions. PLEASE BEAR IN MIND THAT THE BETA CLOSES ON THE 28th, as soon as we release the EA Version. |
09-23-22, 08:32 AM | #4 |
Chief
Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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Hi, still having problems switching guns from radar controlled back to normal, it just wont do it.
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09-23-22, 01:35 PM | #5 |
Surface Shepherd
Join Date: Mar 2001
Posts: 216
Downloads: 94
Uploads: 0
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I have just done a test in the new build released this afternoon, build 9578079.
This game gets better every minute. Uboats start to behave nicely Once the DD presses the attack they start evasive maneuvers instead kamikazing into the convoy. They now zig-zag when the DD is in the terminal run and they change depth more frecuently when evading. Even one time the submarine surfaced and tried to run away in surface. Apparently they also slow down and speed up to avoid the attack. AWESOME All in all, a different game from the first version. I have managed to skink both subs after much work and effort this time and just because they still have the tendency to remain shallow most of the time. In any case fantastic improvement. Just some additional notes from this test. The pop up window showing the attack on the sub is "ugly" with the text about what ship is attacking what. And besides this there is a problem when you have AI attacking an different sub than yours, several times when I did my pass to drop on "my tgt" the pop-up window showed the "other sub" instead mine. Actually I was not able to see the impact of my DC that killed one of the subs I was attacking because it was showing the other sub. I have used the "custom battle" and selected Noon and Storm weather. The visuals there were not espectacular, specially the "sub pop-up window that had ugly sea surface colour very light. Another issue was that I was attacking and killing one sub by myself but the announcement and the kill in the Contacts screen was given to another eescort that was not even engaging the sub. Some additional comments would be. During fog scenarios or when ships are in "collision course" it would be nice to have collision "horns" to give more inmersion. Another inmersion touch would be to have different types of merchant ships. As far as I could see all the merchants are the same model (Maybe I have missed some variations) Could be nice to have a mixture of different types including tankers or just cargo ships and including troop transports...maybe large warships to protect Everyday this is getting better and better. My fears about this becoming just a shooting sandbox are gone and I am looking forward for the release version that I will pre-purchase the minute becomes available.
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09-24-22, 04:20 AM | #6 |
Chief
Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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Beta to ea
Im now interested to know what differences there will be between the beta and the EA game ?
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09-24-22, 06:09 AM | #7 | |
Surface Shepherd
Join Date: Mar 2001
Posts: 216
Downloads: 94
Uploads: 0
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Quote:
The way this is evolving and the aexcellent response from the developters to the community feedback, makes me think that this is just the begining of something really awesome.
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09-24-22, 10:12 AM | #8 | ||
Born to Run Silent
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Quote:
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09-25-22, 12:36 AM | #9 |
Helmsman
Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
Downloads: 104
Uploads: 3
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The sub is still doing maneuvers that are borderline impossible. I've included two screenshots showing me tracking a sub with sonar.
The first picture is the initial intercept, and shows my destroyer trying to line up for a good drop after missing the initial intercept opportunity. Right before I get that opportunity, the sub goes into a hard left turn, and you can clearly see his turn radius versus my maximum turn radius. He can turn in less than 1/2 of my maximum turn radius capability. I started my turn as soon as I got the call he was in a sharp turn, but there's no way my depth charges can get over him if he's turning like that. How are we expected to sink uboats if they can turn like this doing speeds of 8 knots (see my previous post where I showed that a submerged sub will constantly go 8 knots)? I don't even think they can physically turn that tight, especially at 8 knots. I've never been on a submarine, but out of all the sub games I've played (Dangerous Waters, Cold Waters, Wolfpack, Uboat, Silent Hunter, etc.), I've never seen a sub that can do that. Later on in the hunt, the sub performed a very sharp right turn before going into another full circle turn inside of my much larger turn radius. I just don't know how the average player who has never touched another naval combat sim is expected to be able to sink a u-boat with these kinds AI maneuverability characteristics. Is it just me? Or are other closed-beta testers finding the sub to be a little too maneuverable? |
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