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Old 06-24-14, 12:35 PM   #46
PanicEnsues
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Also, I've completed the easy starter mission but can't seem to advance to medium? Are the differences between these difficulty levels defined and can players select them at start of single missions and patrols? I'm not seeing that, assuming hard would be most realistic and I'd like to get there. So far it's fun but pretty easy, so I'm ready to crank it up but can't see how.
You have to complete a War Patrol on Easy to unlock Normal difficulty (for any game mode). IIRC, "complete" means either surviving for 30 days or getting sunk.

-Scott
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Old 06-24-14, 12:46 PM   #47
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Gentlemen,

I'm currently working on a new version of Crash Dive that addresses a lot of the feedback I've gotten (much of it from this forum). I'm looking for a batch of Beta testers who would be willing to try out new builds and report back any bugs or issues they run into.

You'll need to already own the game (the license checks will otherwise fail) and be willing to put up with experimental, potentially buggy software. If you're interested, please pm me.

Thanks and happy hunting!

-Scott
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Old 06-25-14, 06:36 AM   #48
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You have to complete a War Patrol on Easy to unlock Normal difficulty.
-Scott
Ok thanks, that worked and I'm past easy. I had the impression completing a single mission would advance you and I had done a few with no advance. I was into Day 26 of a patrol and hadn't seen anything yet.

Having played a bit, I'd like to see better indication of my heading and the view bearing when looking through the periscope or binos. The little compass in the lower right isn't enough, and I don't want to switch back and forth to the map all the time. Seeing azimuth numbers displayed would be very helpful.

How about a Time To Load indication when you tap on the torpedos? I got into a shooting situation and wanted to fire again before crash diving, but kept waiting for a reload and had no idea how much longer I could wait.

I think I got ran over at one point by a destroyer while at 10m depth, but didn't take any damage? You have magical collision avoidance for the Allied ships, which is fine, but if this also applies to the sub then that should be fixed.

So far, so good. Great game. I really like how you go from action to action without a lot of dead time. That seems perfect!
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Old 06-26-14, 05:45 PM   #49
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Having played a bit, I'd like to see better indication of my heading and the view bearing when looking through the periscope or binos.
Next version will show your view bearing (relative to the sub).

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How about a Time To Load indication when you tap on the torpedos?
If all of the selected (bow or aft) tubes are empty, the torpedo indicator light turns red and has a rotary timer around it, showing how long until the next torpedo is ready.

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I think I got ran over at one point by a destroyer while at 10m depth, but didn't take any damage?
Getting rammed should have caused significant damage to your sub (unless you're in tutorial mode). If it didn't, it may be a bug.

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So far, so good. Great game. I really like how you go from action to action without a lot of dead time. That seems perfect!
Great, glad you're enjoying it!

-Scott
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Old 07-03-14, 07:18 PM   #50
twm47099
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First of all, thanks for the game; it is a lot of fun.

One question - When I complete a patrol the game shows a summary of the patrol. There is an item "number of spreads'. It is always zero. Is there a method to shoot a spread?

Thanks
Tom
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Old 07-03-14, 09:35 PM   #51
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First of all, thanks for the game; it is a lot of fun.

One question - When I complete a patrol the game shows a summary of the patrol. There is an item "number of spreads'. It is always zero. Is there a method to shoot a spread?

Thanks
Tom
Hi twm47099 to fire a spread(3 torpedo) hold the fire key down and 3 torpedo will fire( works great on escort ship) Regards Lewie

Last edited by Lewis Wingerter; 07-04-14 at 06:53 AM.
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Old 07-04-14, 09:59 PM   #52
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Hi Lewie,
Thanks for the help. Using spread makes the game play differently -- helps with escorts, wastes a few torps, and makes planning resupply more important.

Tom
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Old 07-06-14, 10:12 PM   #53
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Hi, a couple more comments.
- A game clock would be nice. I'd like to know how long I'm doing a maneuver for instance.
- I've figured out how my view bearing displays on the compass, but it would still be nice to see numerical values for sub heading and view bearing.
- Destroyers in the hunt seem too close together when circling? Sometimes 3 or 4 of them within a couple hundred meters. And seeing their hull outlines while submerged is too much info, at least at higher difficulty. Make us work for the info.
- Also while submerged, some messages like "torpedo has been spotted" is too much info. How would my sonar man know that? Tell me when depth charges are dropped.
- Engagements seem to start too close to convoys. Could there be an option to start upon visual contact to allow time for maneuver and approach?
- Convoy sonar info while submerged could be improved. Except for destroyer contacts, convoy info is lost after diving.

I've completed a couple of patrols at hard now. Fun!
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Old 07-07-14, 12:12 PM   #54
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Originally Posted by pzgndr View Post
Hi, a couple more comments.
- A game clock would be nice. I'd like to know how long I'm doing a maneuver for instance.
- I've figured out how my view bearing displays on the compass, but it would still be nice to see numerical values for sub heading and view bearing.
- Destroyers in the hunt seem too close together when circling? Sometimes 3 or 4 of them within a couple hundred meters. And seeing their hull outlines while submerged is too much info, at least at higher difficulty. Make us work for the info.
- Also while submerged, some messages like "torpedo has been spotted" is too much info. How would my sonar man know that? Tell me when depth charges are dropped.
- Engagements seem to start too close to convoys. Could there be an option to start upon visual contact to allow time for maneuver and approach?
- Convoy sonar info while submerged could be improved. Except for destroyer contacts, convoy info is lost after diving.
All good points. Most of those are the result of trying to blend a simulator with an action game. But the next release will have a fourth difficulty setting that will be much more "Sim", and I'll look at adding some of these to it.

Thanks for the feedback!

-Scott
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Old 07-14-14, 01:09 PM   #55
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Hi Scott,

Heard about your game from elsewhere and grabbed it immediately (Android version). It's pretty great for what it does (quick tactical action on the go) and I'm *thrilled* to hear you're thinking of adding more simulation-style options as well.

I keep getting inspired by seeing games here (I'm working on a tactical subsim myself, played from the top-down view because 2D/3D art is hard ) and your submerged sonar view is very close to some of the concepts in my head. I'm thrilled to see someone execute so well on this, gives me hope that I'll have something as nice looking someday.

I've already gotten my money's worth; looking forward to the updates!
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Old 07-15-14, 12:47 PM   #56
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Thank you

Hey Scott!

I wanted to sign up and register just to drop this thank you post. I recently had a baby and have had lots of time sorta 'stuck' with the baby on my chest while trying to put her to sleep etc.... This game has been a huge form of entertainment during those long hours. The ability to play from my iPad is great.

I switch between this game and Pacific Fleet and just love 'em. Keep up the great work!

Also, the SubSim community rocks as well. Thanks for the all the informative posts!

Again, thanks a ton!

CJ
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Old 07-15-14, 08:15 PM   #57
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Great, glad to hear you're enjoying Crash Dive! A version has been released on Android that includes a "Sim" difficulty level; it will also be available on iOS once it finishes the slow crawl through Apple's approval process.

"Sim" mode has the same values as "Hard", but with these changes:
-dud torpedoes
-no computer torpedo targeting
-no ping visualizations (the rings and "bounce" graphics in the chart view)
-no search timer/indicator (so it's harder to tell what the enemy is doing)
-Longer enemy search times

Thanks to everyone for the great feedback, it's really helped me focus on updating the game in ways that will have the most impact for this community.

Happy hunting,

-Scott
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Old 07-16-14, 06:50 AM   #58
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Welcome to SubSim qamqualler
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Old 07-16-14, 02:10 PM   #59
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Welcome Aboard!! daddy-o

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Old 07-23-14, 02:19 PM   #60
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Thank you for making a new subsim!

What's the performance like on iPad 2? I'm looking for good excuses to upgrade to Air...
Bought it two days ago for my ipadair. All I can say is WOW. Great graphics with great game play. The developer has got to be a genius. I think this is the closest you can get to SHIII on a tablet and we'll worth the price.
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