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Old 06-15-14, 08:08 PM   #16
PanicEnsues
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Question: in a single mission, after the enemy escorts drive me down, and I survived their depth charges, I check the surface and cannot see anything. But I still have the sonar lines on the chart; so, does that mean I can re approach and engage?
Yep, the chart sonar lines mean they're out of perception range. Come to periscope depth and have a look around; if they're still not in sight, you should be safe to surface and chase them down at double your submerged speed (and recharge your batteries while you're at it).

The only exception to this is if the convoy is made up entirely of warships; at their cruising speed, you may not even be able to catch with your diesels on the surface.

Happy hunting!

-Scott
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Old 06-16-14, 03:02 PM   #17
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Default Like been tired of waiting for sub mobile game

All things considered I really like the game. I also think that having to properly orient your boat so that the tubes are approximately pointing in the right direction makes sense.

I have been waiting and waiting and waiting...as in waiting....for a decent mobile sub sim game that is more simulation and less arcade.

I would love to see a multiplayer feature in the game as in sub on sub...

Lastly I would reach out if you have time to some of the more active mobile game sites to get traction. Anything under the $25-30 I had to pay for Intellivision games (they had a nice sub sim) is cheap so the price tag isnt an issue for me but seems like anything not .99 or 1.99 gets flamed? And yes you can check I have already bought it but you probably need to make money on the deal for the game to evolve...

I have some site suggestions if you like so feel free to PM me...I would list them here but I am not sure if thats allowed
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Old 06-16-14, 04:20 PM   #18
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The only exception to this is if the convoy is made up entirely of warships; at their cruising speed, you may not even be able to catch with your diesels on the surface.

And I may not want to
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Old 06-16-14, 06:00 PM   #19
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Really like the game with a few exceptions .. The damage model does not really allow for surface fights with single dds like silent service did. If you poke your head up you are dead in seconds because all dds have radar guided shells. Also Collison detection only seems to apply to the submarine, as all escorts seem to be a part of thr Philadelphia project and can move at will through one another. Is there going to be a campaign mode the difficulty setting seem to allude to this in its early war midwar and late war settings but other things such as fluctuating numbers of torpedoes and decoys thst can be carried between difficulty settings just don't make a whole lot of sense if you are basing the differences in difficulty on improving allied tech and tactics
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Old 06-17-14, 12:15 AM   #20
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The damage model does not really allow for surface fights with single dds like silent service did. If you poke your head up you are dead in seconds because all dds have radar guided shells.
Mostly true. On Normal difficulty, it only takes escorts about three rounds to dial in their aim, so you really need to be ducking and weaving and landing every shell you fire at them if you want to have any chance of taking down a dds before they force you under.

I just don't think it''s realistic for a single-gun Type VIIC to expect to defeat a Fletcher-class with its five cannons.

A Single Flower Corvette can almost always be taken out with the deck gun, IF you get the first shot off (engage from outside of 2000m), and don't miss with your next two shots.

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Also Collison detection only seems to apply to the submarine, as all escorts seem to be a part of thr Philadelphia project and can move at will through one another.
True. I tried having convoy ship-to-ship collision, but it gave the AI a really hard time in large convoys. Now, they try to avoid each other, but if they can't they'll engage their top-secret parallel-universe drives.

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Is there going to be a campaign mode the difficulty setting seem to allude to this
I wasn't planning on it; the easy/medium/hard text indicating a progression through the war is just there to give context to players who have no idea what went on in the Battle for the Atlantic (it's really quite horrifying how large that group is).
If I find that there is a lot of demand for it, I would definitely consider it, but my impression so far is that those who are looking for a deep campaign experience are already getting that from existing simulators, and Crash Dive is more for that "instant gratification" tactical battle fun.

Thanks for the feedback!

-Scott
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Old 06-17-14, 01:43 PM   #21
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Default Unit of speed

PanicEnsues: 1st of all thank you. After Pacific Fleet another great simulator! I found it today, bought it, played it It's really fantastic.

I have just one remark. The speed is mentioned in m/s. The maximum surfaced speed of VII C is 17,7 knots (source wiki, not overloaded engines), that is 9 m/s. In game, I can travel 12 m/s on surface, that is 23,2 knots. Is it like this by purpose?

Cheers, Julius

Last edited by Julke; 06-17-14 at 02:06 PM. Reason: #edit - I did wrong entry - max speed was 7,7 knots, which is 3,9 m/s - now it's corrected
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Old 06-17-14, 01:53 PM   #22
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PanicEnsues: 1st of all thank you. After Pacific Fleet another great simulator! I found it today, bought it, played it It's really fantastic.

I have just one remark. The speed is mentioned in m/s. The maximum surfaced speed of VII C is 7,7 knots (source wiki), that is 3,9 m/s. In game, I can travel 12 m/s on surface, that is 23,2 knots. Is it like this by purpose?

Cheers, Julius
The maximum surface speed of a Type VIIC is 17.7 knots (9.1 m/s) at AK. And 18.x knots when overloaded (480/490 RPM) - your 7.7 knots sounds like E-Machines (8 knots submerged and 10.5 knots on the surface at AK)
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Old 06-17-14, 02:10 PM   #23
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Originally Posted by v-i-c- View Post
The maximum surface speed of a Type VIIC is 17.7 knots (9.1 m/s) at AK. And 18.x knots when overloaded (480/490 RPM) - your 7.7 knots sounds like E-Machines (8 knots submerged and 10.5 knots on the surface at AK)
You are right. I did a mistake, now the entry is corrected. Thank you for correction.
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Old 06-17-14, 03:43 PM   #24
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You are right. I did a mistake, now the entry is corrected. Thank you for correction.
Julke,

You're right, there is some number-fudging going on, the most obvious being the substitution of "knots" with "m/s". At the time I did that, I didn't think most players would have a frame of reference for knots, so your surface speed is 18 knots, but it's displayed as 18 m/s.

In hindsight, I wish I had left it (and may change it back) because the numbers only matter in relative terms ("am I faster or slower than that ship?").

The other fudge is making the submerged speed exactly half that of the surface speed, which is for gameplay clarity purposes.

Regards,

-Scott
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Old 06-18-14, 09:13 PM   #25
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First, let me say how happy I am to finally have a great sub simulator on my iPad! I think this is a great release, and will get a lot of attention in the App Store.

I've already had a lot of fun in career mode, as well as a few single missions. My only complaint, which may just be a sign of my age...is that the sim seems to be too fast for me. It's as if I'm playing on 2x or 4x, when I'm really only on 1x.

To me, submarine combat is like a chess game, slow, calculated moves. But Crash Dive is moving a bit fast. I do understand that this is not supposed to be a full on simulator, but I really would like an option to slow it down to half speed or quarter speed in comparison to what 1x is.

Of course we want/need to pick up the pace outside of an engagement, but the ships are moving around pretty darn quickly when you are in combat.

Am I alone in this thought, or do others feel the same way?
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Old 06-19-14, 03:50 AM   #26
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Hi Scott It Look's a great game,keep up the good work


Regards
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Old 06-19-14, 07:10 PM   #27
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I wonder why you don't use more of the ships from the Asset Store package you are using. (especially the german ones) Will we see a pacific theater soon? You could use the japanese ships that you should already have from the package.

https://www.assetstore.unity3d.com/en/#!/content/2726

A funny side note: I've asked Mighty Vertex Games if they could create some WW2 ships for the Asset Store or what it would costs to hire them to create 3D Models for me (to speed up things). They've released this package a few weeks later (but I never bought it because the style does not fit to my own models)
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Old 06-20-14, 07:14 AM   #28
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Got it. Played a mission last night. Thank you!

FWIW, I would also prefer to see everything in knots, like every other subsim I've played. I'll look forward to whatever improvements come along.
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Old 06-20-14, 12:01 PM   #29
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I wonder why you don't use more of the ships from the Asset Store package you are using. (especially the german ones) Will we see a pacific theater soon? You could use the japanese ships that you should already have from the package.
Just because I wanted to make a game where you play as a German U-boat commander, so I couldn't have the player sinking their own ships. If I ever do a sequel, it will probably be as a U.S. Gato-class sub in the Pacific.
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Old 06-20-14, 12:02 PM   #30
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Got it. Played a mission last night. Thank you!

FWIW, I would also prefer to see everything in knots, like every other subsim I've played. I'll look forward to whatever improvements come along.
I remembered why I went with m/s: Ranges are given in m, so for players who are doing mental math to calculate travel times, m/s makes that easier.

I still may change it to knots, but that was my logic at the time.
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