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Old 05-02-19, 11:36 AM   #1
fullmetaledges
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Originally Posted by Sub187 View Post
Just finished the tutorial on my third attempt (the first 2 times were bugged...) and i'm still on the fence about refunding it. Yes, somewhere in there is a fun game, but bug reporting without a clear ticketing system is very frustrating, so there is no way for me to help debugging the game. And I don't expect the game to be in actual beta stage until at least the end of the year. However, I did get the game at -20% off, although I expect the game to be even more heavily discounted during black friday, and having it in my library, while i'm not even going to be playing it for at least the next half year is a bit silly.


I also recommend to include an option to edit mouse sensitivity and key bindings, but a clear bug reporting and ticketing system is priority no. 1 IMHO.



If you should buy it or not is really depending of how much frustration you can handle. I sincerely believe that the concept of the game is good, but that Unity is inherently unsuited for a game like this and that there still is A LOT of work to be done before you can play 10 minutes without the game bugging out.


@the devs: What I'm really impressed by is the depth of the details on the Typ VII. I thought I knew everything there was out there on the VII, but this game showed me differently. What were the sources that you guys used?
What kind of bugs were you seeing? The only problem I had with the tutorial was that things had to be completed in a certain manner and if you deviated, it threw things off. For instance the instruction for setting the speed, if you had the telegraph open and the game expected it to be closed the instructions would not display correctly.
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Old 05-02-19, 12:56 PM   #2
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Originally Posted by fullmetaledges View Post
What kind of bugs were you seeing? The only problem I had with the tutorial was that things had to be completed in a certain manner and if you deviated, it threw things off. For instance the instruction for setting the speed, if you had the telegraph open and the game expected it to be closed the instructions would not display correctly.
This is what happened to me. Said to put it in 2nd gear and the game would not continue on.
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Old 05-02-19, 02:50 PM   #3
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Been a while, but Picked up Uboat after reading comments here while lurking one day. Must say that am impressed so far. Completed the tutorial with no issues and really looking forward to playing some more.

Really impressed with the atmosphere and mechanics, yes it’s a little different than SH but in this case I think the difference is a good thing.
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Old 05-02-19, 06:13 PM   #4
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Originally Posted by fullmetaledges View Post
What kind of bugs were you seeing? The only problem I had with the tutorial was that things had to be completed in a certain manner and if you deviated, it threw things off. For instance the instruction for setting the speed, if you had the telegraph open and the game expected it to be closed the instructions would not display correctly.
From the top of my head:


At the point where you must open/close the boyuency valves with the leader, the tutorial won’t update.

After you’ve sunk the carrier and are escaping the escort, the game goes into slow motion with a pop-up screen. Even if you perform all necessary actions with your crew members, the tutorial won’t update.

Also, at the start of the tutorial, when you learn how to set course, if you go fast forward too early the game will freeze up.

Often, actions won’t get accepted in 3rd person view, making switching to first person control necessary.

I’ve also had an issue where, if you go to map view at the wrong time, you cannot change back to the submarine view.

There also is an issue that if you focus on the carrier during the torpedoing, the view get frozen (it says you’re looking back to the U-boot, but you aren’t)

I also had an encounter where you cannot transfer inventory (like water and the requested food) from point A to B, although after trying multiple times it registers.

Also, but not a bug: in the anti-air tutorial, the manual aiming wasn’t sensitive enough and felt like I was aiming in notches, although I think a mouse sensitivity option would solve that. Same with walking around, and the lack of mouse sensitivity there.

I’ve also encountered in Map View, that the eraser refuses to clear the compass markings.

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Old 05-02-19, 06:25 PM   #5
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Quote:
Originally Posted by Sub187 View Post
From the top of my head:


At the point where you must open/close the boyuency valves with the leader, the tutorial won’t update.

After you’ve sunk the carrier and are escaping the escort, the game goes into slow motion with a pop-up screen. Even if you perform all necessary actions with your crew members, the tutorial won’t update.

Also, at the start of the tutorial, when you learn how to set course, if you go fast forward too early the game will freeze up.

Often, actions won’t get accepted in 3rd person view, making switching to first person control necessary.

I’ve also had an issue where, if you go to map view at the wrong time, you cannot change back to the submarine view.

There also is an issue that if you focus on the carrier during the torpedoing, the view get frozen (it says you’re looking back to the U-boot, but you aren’t)

I also had an encounter where you cannot transfer inventory (like water and the requested food) from point A to B, although after trying multiple times it registers.

Also, but not a bug: in the anti-air tutorial, the manual aiming wasn’t sensitive enough and felt like I was aiming in notches, although I think a mouse sensitivity option would solve that. Same with walking around, and the lack of mouse sensitivity there.

I’ve also encountered in Map View, that the eraser refuses to clear the compass markings.

With a list like that I can understand your frustration. Try playing sandbox. I’ve found the tutorial is really sensitive to the correct sequence of actions. The sandbox is stable by comparison.
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Old 05-02-19, 07:31 PM   #6
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An excellent overview of the game as it stands.

I have been playing and following the game since Kickstarter Beta and you will all be happy to know I donated more funds than the EA release price LOL.

One thing I learned during this time, and the importance of this can't be underestimated, is that the developer team is very dedicated. It's a small team with a vision of greatness. That was clear from the Kickstarter page and why I backed it.

The devs are fanatics and will sort out whatever bugs are reported on Steam. They have fixed many I reported. They even seem to have implemented one or two of my suggestions!

I gather some of the game style was influenced by 'This War of Mine' (a great game, IMHO)
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Old 05-02-19, 09:24 PM   #7
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Certainly a long way to go. That is to be realized.

Encountered a small convoy today, it was late evening not quite dark, but the escorts spotted me and made a B-line for my position. I took it down to 60 meters and took a bit of a beating.

down to 100 meters, appears that maneuvering the boat and pointing the bow directly at the chasing escort (or stern) does reduce the active sonar precision of the attacking destroyer.

1. the destroyers were repeatedly firing star shells, that needs to be addressed

2. no pinging was ever once heard

had a great time playing cat and mouse with the three destroyers but the lack of pinging took away from the tension, seems i had a few random, out of nowhere CTDs today. not sure why since i havnt had any previously.

so in summation the game has a long way to go, but it has just gobs of potential laying around all over the place.
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Old 05-03-19, 07:06 AM   #8
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Went out on the Medium difficulty patrol today. Ran into a 5-ship Corvette/Destroyer group running interference for a tiny convoy of 2-4 ships.

I think some massaging of the "Discipline" mechanic needs some work as it seems to run low/out in a very short amount of time.

So I evaded the ships and went on to sink three ships in the convoy. I then got orders to go sink a ship with a "critical to the war effort" item in it, to destroy at all costs.

So I plotted an intercept course and engaged them at Periscope depth. I had 4 torps left - forgot to warm up two of them. One missed, one hit. Third was a dud. 4th hit but didn't sink the ship. So, I surfaced to try out the deck gun gameplay.

Yeah, that didn't go well at all. lol 6kt seas, so relatively calm, but at the distance we were trying, it was nigh impossible for them to hit it.

However, it didn't take long for the escorts to bracket me and then start putting the hurt on.

Took a few hits, started to take on water, so I closed off the bow torp room, losing a sailor in the process. Shells kept coming and eventually we took on more water than we could get rid of and sunk.

Enjoyable experience!
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Old 05-03-19, 07:51 AM   #9
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Quote:
Originally Posted by CybrSlydr View Post
Went out on the Medium difficulty patrol today. Ran into a 5-ship Corvette/Destroyer group running interference for a tiny convoy of 2-4 ships.

I think some massaging of the "Discipline" mechanic needs some work as it seems to run low/out in a very short amount of time.

So I evaded the ships and went on to sink three ships in the convoy. I then got orders to go sink a ship with a "critical to the war effort" item in it, to destroy at all costs.

So I plotted an intercept course and engaged them at Periscope depth. I had 4 torps left - forgot to warm up two of them. One missed, one hit. Third was a dud. 4th hit but didn't sink the ship. So, I surfaced to try out the deck gun gameplay.

Yeah, that didn't go well at all. lol 6kt seas, so relatively calm, but at the distance we were trying, it was nigh impossible for them to hit it.

However, it didn't take long for the escorts to bracket me and then start putting the hurt on.

Took a few hits, started to take on water, so I closed off the bow torp room, losing a sailor in the process. Shells kept coming and eventually we took on more water than we could get rid of and sunk.

Enjoyable experience!
I'm trying to figure out the correct way to organize my damage control. Currently I believe the option is to either seal off the compartment and sink because of it, or don't seal it off and let the whole sub

fill with water and sink. Last night I tried to plug a hole rather than fix it to see if that would buy me some time, but I forgot that I sealed the compartment and my engineer wouldn't enter to fix the leak

until I realized this too late. As I posted in the other thread about game play changes, I still think that right answer is to allow the player to order all bulkhead doors closed, but keep crew in that

compartment. If they need to change compartments then they would open the doors, pass through and then seal the doors behind them. Currently I can order to close the doors, but the second that any

crew member goes through that area the doors get opened and left open. This way we could repair damage (plug holes) in a compartment, but not flood the rest of the boat in the process.
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Old 05-03-19, 10:29 AM   #10
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Dont forget, you can add things to an officer's queue while paused

really helps prioritize things
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Old 05-03-19, 12:49 PM   #11
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Originally Posted by GoldenRivet View Post
Certainly a long way to go. That is to be realized.

Encountered a small convoy today, it was late evening not quite dark, but the escorts spotted me and made a B-line for my position. I took it down to 60 meters and took a bit of a beating.

down to 100 meters, appears that maneuvering the boat and pointing the bow directly at the chasing escort (or stern) does reduce the active sonar precision of the attacking destroyer.

1. the destroyers were repeatedly firing star shells, that needs to be addressed

2. no pinging was ever once heard

had a great time playing cat and mouse with the three destroyers but the lack of pinging took away from the tension, seems i had a few random, out of nowhere CTDs today. not sure why since i havnt had any previously.

so in summation the game has a long way to go, but it has just gobs of potential laying around all over the place.
Yes agree, we can all be positive about the game and its potential but lets be real about how early this game is in production.

There is not a lot of content (of course), so be prepared for that.
There are numerous and pretty regular bugs (CTD, clunky views, destroyer behavior, frozen crewmen, etc...)
I don't particularly like crew dying/injured from depth charge attacks, the only time we should lose crew is during air attacks on the conning tower on the surface or if the hull is completely breached. Not sure whats causing "bleeding out crew" during a depth charge attack unless they are unlucky enough to catch a blown bolt through the chest... (but that's just me, it adds management to crew I guess).

On the positive side, it is going to be an amazing game! Especially come summer when the mod tools are available! With the talented folks here, in 1-2 years this game will be completely unrecognizable.
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