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Old 06-26-17, 06:01 PM   #16
Steiger
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@PL_Harpoon looking good man!
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Old 06-26-17, 06:50 PM   #17
ChaosDuck7
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Quote:
Originally Posted by PL_Harpoon View Post
I already did that (except for plane symbols, because in the game they are rotated).

I've included them in the mod I'm currently working on.
PLEASE implement something like this officially KFG
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Old 06-27-17, 10:25 PM   #18
konstantinua00
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while those icons could be "historical", I'd really added them maximum as an option

1)they aren't intuitive
2)they are hollow
3)eye doesn't catch them strait away
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Old 06-28-17, 01:05 PM   #19
Nikita
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I would appreciate in the next patch you can save the mission in the tactical map. It is easier dodge torpedoes in CW than those launched by "friendly fire": wife, mother-in law, dog, children, etc.
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Old 06-30-17, 06:34 PM   #20
jrolson
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http://steamcommunity.com/app/541210...2967807455160/

*Crew voices added to audio/voices folder and implemented.

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Old 06-30-17, 07:00 PM   #21
max-peck
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Quote:
Originally Posted by jrolson View Post
http://steamcommunity.com/app/541210...2967807455160/

*Crew voices added to audio/voices folder and implemented.

Brilliant news

From the STEAM page
'Crew voices added to audio/voices folder and implemented'


EDIT
Just realised I have just repeated what you just said jrolson

Sorry

It is Friday and I am a little drunk
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Old 06-30-17, 07:42 PM   #22
Shadow
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A small preview video would be nice!
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Old 07-01-17, 03:48 AM   #23
YoYo
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Wow, this update will look very, very interesting! TY KFG!

Quote:
Version 1.05
In Progress

General
Opening Help in After Action Report no longer opens mini-map which breaks subsequent Back button
Removed legacy WeaponName and WeaponDescription fields from weapons.txt
Removed legacy RADARID field from sensors.txt
aircraft.txt stats modified (additional weapons added later when combat balanced better)
Juliette designation corrected to SSG
Added date to Single Missions descriptions
default/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variables
Added new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission type
Added missing MaxPitchAngle=25 variable to MK37 in weapons.txt

Combat
Player speed no longer defaults to emergency back if reactor offline when changing speed
Moving in reverse now generates noise in Signature panel display correctly
Back Emergency increases noise rather than decreasing it below All Stop
Sunk vessels no longer detected by player ESM
Sunk vessels no longer perform surface or air radar checks
Sunk vessels no longer ping with active sonar
Opening Help in periscope view forces periscope view closed
Fixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submerging
default/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meter
Switching a wire guided torpedo from passive to active now works
Fixed towed array noice calculations for AI vessels
Crew voices added to audio/voices folder and implemented
Anechoic coating decreases active torpedo sensor range by 50%
Reference manual now opens to current signature profile
Spec Ops team now deploys at under 5 knots, rather than at stop
Increased TLAM cruise altitide to 300 to assist with terrain avoidance
TLAMs striking target now provide log message
Mini-map display now correctly offset when botton left panel is moved by editing default/hud/default.txt
Enemy surface ships no longer deploy chaff or fire guns at land attacking missiles

Campaign
MapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign end
Port reload/unload/Spec Ops time required labels corrected for difficulty level modifiers
Verified subsystem displayed repair times take into account difficulty level modifiers
campaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their length
Fixed a possible mismatch of player weapons in tubes which might cause some downstream bugs
Restructured EndLevel() in attempt to minimise impact of unknown bug
Fixed a bug where missing a mission caused all subsequent radio messages to state failed, even if won
Corrected all LAND_STRIKE missions to require 8 hits on targets
New Holy Loch background added for both campaigns
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Old 07-01-17, 07:59 AM   #24
Haukka81
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Wow, 1.05 will be awesome.


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Old 07-01-17, 08:24 AM   #25
tirta
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1.04b campaign is so boring.
I have played 6 missions and 5 of them is the same tanker/tender mission from Murmansk or Archangelsk.
And now my 7th mission is also that same tanker/tender mission again.

Please make the campaign missions more varied and interesting in the future.
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Old 07-01-17, 09:19 AM   #26
TheCabal
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A new patch got out. And damn... the Crew Voice... I immediately recognize fpschazly guys. What about you?
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Old 07-01-17, 11:16 AM   #27
609_Avatar
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Just had a few minutes to play around with the new patch and I really like the voices! Thanks for adding them. It also seemed like I was harder to pick up than before, could be my imagination and I need more time with it to be sure but that was my initial impression.
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Old 07-01-17, 11:29 AM   #28
MekStark
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Quote:
Originally Posted by konstantinua00 View Post
1)they aren't intuitive
(...)
3)eye doesn't catch them strait away
that's why we went with RSR-styled ones
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Old 07-01-17, 06:29 PM   #29
Wiz33
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Problem with 1.05. SSGN mission, took out the Alfa and damage the Oscar, it's sitting on the bottom but I can't see it anymore in F2, Send a few more Torp at it at depth of 900ft but could not see it and steer to kill it. 95% solution, turn the torp around a few times and change depth but still could not see it with wire attached.

Crew voice is great though. Makes controlling your sub easier so you don't have to always keep an eye on depth gauge.

EDIT: Just did the mission again and this time I can see it with F2 & F3 and was able to steer the 3rd torp onto target. Those Oscar are tough, took 3 torps.

Last edited by Wiz33; 07-01-17 at 06:56 PM.
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Old 07-02-17, 01:58 PM   #30
Nikita
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Quote:
Originally Posted by MekStark View Post
that's why we went with RSR-styled ones
Original RSR used NATO symbols. Look at page 3 of https://www.digitpress.com/library/m...supplement.pdf
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