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Old 06-24-23, 05:48 PM   #1
Adriatico
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Well, it's up to the predictions - is it going to be a sure "blockbuster" in submarine warfare closer to Silent Hunter... or aimed to fistful sub/crew management fanatics...
I bet that my generation of Grey wolfs veterans will not have a patience to feed, entertain, train, heal,...the crew >or to check out engine room - valve by valve...
The smartest approach would be to offer simplified, medium and realistic options - with a customize each detail option.
This way you would grab 99% of sub-simulation fans market.
People who work or learn, care about real kids and elderly parents > certainly will not have inspiration to care about "crew members".
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Old 06-24-23, 08:22 PM   #2
Aktungbby
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Default welcome back!

Adriatico! after an 8 year 'silent run'!
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Old 06-25-23, 12:38 PM   #3
Adriatico
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Originally Posted by Aktungbby View Post
Adriatico! after an 8 year 'silent run'!
Thanks mate!
In fact, It was not a "radio silence" but I served in Luftwaffe, at high altitude combat sims (Cliffs of Dover, Battle of Stalingrad, B.o. Normandy...)
It is not a topic of the thread...
Just popped in to see what's new (are the Cpt.Lehmann and Jimbuna still lurking arround)
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Old 06-26-23, 04:15 PM   #4
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24. Packet-loss indicator for first 10 minutes of a game.

When playing an organised game with 4 full boats, it sometimes arises that the host of the lobby has a fast connection - but a poor packet-loss or high latency. It can take time to realise this, leading to a great deal of detective-work of odd game behaviour before we mutually agree to have someone else host the game. If we had a packet-loss indicator for the 1st 10 minutes - and perhaps a command we could use in the text-buffer in which packet loss for that user could be established, it might save a lot of faffing about.

25. Ability to toggle in-game voice mic and in game voice sound off and on, ideally independently. Either at the lobby host level, or at the player level. This would help make things simpler for those of us who prefer in-game voice for casual play but who are compelled to use Discrud for organised games. There's usually a bit of a palava remapping keys etc when changing session types. Toggling would make things easier?

26. Better star-shells. These were usually fired 4-5 at a time, and could illuminate a large area, reducing in area (but increasing illumination) as the flare fell. As things stand, star-shells have virtually no illumination and are fired as singles. The game "Destroyer" does the illumination fairly well.

27. Radio - medium complexity?
It might be nice to have a third setting that allows the radio man to type and automatically encrypt and automatically send morse ("as with simple") but still requires the radioman to manually decrypt the Enigma, with (if this is not the case) the keys illuminated rendering the plain-text automatically on the radio mans booklet, the radio log and the orders tab. The problem with securing enough radio operators is essentially that of mastering morse. It's great when it works, but if there are 4 good radio ops using "non simple radio", then if one logs during a game early - every boat has a problem.... So the ability to change between simple radio, medium radio and complex radio on the fly may be actually a better solution. Either way the medium complexity as outlined above might prove a happy compromise?
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Old 06-28-23, 04:43 PM   #5
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28. As an alternative to #27, might it be possible for radio complexity to be on a per boat setting, rather than a per lobby one? That way, if a boat lacks a morse and enigma-trained radio operator, the untrained chap can simply use simple-radio with his plain-text being automatically encrypted and sent, but incoming traffic can arrive as plain-text to him. This would allow those who wish to play on full-complexity to do so, and those that can't or don't, to send and possibly receive plain-text that appears to the other boats as cypher-text..... More to the point it would allow, in a large organised game, for boats not to be completely reliant on their radioman remaining in the game until the end. As things stand, if a radio operator logs/or otherwise loses connection, the remaining crew can communicate without necessarily having the morse/enigma skills required.

Last edited by Fidd; 12-18-23 at 04:14 AM.
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Old 07-21-23, 06:14 PM   #6
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Hello everyone.
Don’t you think that the visibility through the periscope is TOO good?
There is no reason to go up to the bridge for observation when the submarine is on the surface.
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Old 07-22-23, 06:25 PM   #7
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I'm not sure that's a given. German wartime optics were extremely good, due their pre-war camera production with Zeiss, Voightlander and Leica, who were world-leaders in their day. The periscopes were good enough to take clear photographs through them....
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Old 07-23-23, 12:59 PM   #8
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cool welcome aboard Balcon!

Quote:
Originally Posted by Balcon View Post
Hello everyone.
Don’t you think that the visibility through the periscope is TOO good?
There is no reason to go up to the bridge for observation when the submarine is on the surface.
O yes there is! https://www.subsim.com/radioroom/sho...22&postcount=5
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Last edited by Aktungbby; 07-30-23 at 11:16 AM.
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Old 06-25-23, 11:28 AM   #9
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Quote:
Originally Posted by Adriatico View Post
Well, it's up to the predictions - is it going to be a sure "blockbuster" in submarine warfare closer to Silent Hunter... or aimed to fistful sub/crew management fanatics...
I bet that my generation of Grey wolfs veterans will not have a patience to feed, entertain, train, heal,...the crew >or to check out engine room - valve by valve...
The smartest approach would be to offer simplified, medium and realistic options - with a customize each detail option.
This way you would grab 99% of sub-simulation fans market.
People who work or learn, care about real kids and elderly parents > certainly will not have inspiration to care about "crew members".
I think the new Chief role will give some much needed new skills to learn. provided the bots arn't quicker, it should work well. Of course there'll be 2 weeks of total chaos as we get out heads around it! So the game should cater well for both solo players, and also those who enjoy the challenges of a game with multiple crew manned by real players.
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