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Old 10-23-21, 07:27 AM   #706
ht-57
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Looks Gr8! keep'em coming!
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Old 10-29-21, 02:21 PM   #707
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Hello everyone! This week Oscar has been fixing bugs and adding steam torpedoes to the game. Torpedo loadout will be selected before starting the mission, and during gameplay there will be an interface for selecting which torpedoes should be loaded into which tube, and the speed settings for steam torpedoes. Straight running steam torpedoes will be added to the game in the next patch. Other torpedo guidance types (FAT/LUT/Homing) will be added once we have added the forward torpedo room.

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Old 10-29-21, 05:25 PM   #708
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Good stuff!
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Old 11-05-21, 01:51 PM   #709
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Hello everyone!
This week Oscar has been working on the new torpedo system, adjusting the AI so that it can detect torpedo trails from Steam torpedoes, and fixing the UI for the reload system. Axel has finished the game state serialisation system and is going to get back on some bugs in the network test environment. Koji is organizing all of the components related to the corvette and I'm doing the same for the new U-boat interior.
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Old 11-11-21, 06:25 PM   #710
Contemplative Flame
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Thank you for the update I will continue to follow your development.
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Old 11-12-21, 11:35 AM   #711
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Hello everyone!

This week Axel has been testing and completing offline/online state switching, aswell as fixing a critical crash bug and is continuing the networked test environment implementation.
Oscar has finished making the torpedo loadout and reloading interfaces, and updated the TDC to handle different torpedo speeds. He will spend the next week working on the visuals for the torpedo trail, as well as adding torpedo types to the mission editor.
Koji is still organizing all components related to the corvette and I'm doing the same for the new U-boat interior.
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Old 11-19-21, 12:14 PM   #712
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Hello Everyone! This week Oscar has implemented torpedo trails and visuals. The torpedo update will be released next week in the beta branch. Axel has worked on the submarine implementation in the network test environment and some refactoring in the base parts of the netcode. Einar has been away this week.
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Old 11-26-21, 02:04 PM   #713
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Default Version 0.25L is now available on the beta branch!

Hello everyone!

This week we have released version 0.25L to the beta branch. This update contains the new torpedo type (T1), a new torpedo reloading interface, as well as some bug fixes.
Torpedoes are no longer reloaded automatically, since there are multiple torpedo types and speeds to choose from. To reload a torpedo, use the TDC and click the status section to open the torpedo reloading interface. To load or unload a torpedo, simply drag it to the corresponding spot.
Torpedoes with different speeds can not be combined in a salvo shot, but must be fired individually.

Next week we will add torpedo errors and some more mission editor options.

https://store.steampowered.com/news/...38480921156751

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Old 12-03-21, 06:05 PM   #714
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Hello everyone!

This week Axel has reworked the crew-parts of the netcode, and removed an obsolete event system in server behaviours, and has started to investigate the reappearance of an old bug. I've been working on colliders for the new interior and Koji's working on the corvette and the merchants.

Oscar has added magnetic torpedo triggers, new game options and new mission editor settings.

The new game options are:
Realistic torpedo reload time. - 15 minutes per torpedo.
Torpedo failures. - Trigger and magnetic failures.
Limited torpedo accuracy. - Torpedoes are limited to 1 degree of accuracy.
Torpedo trigger depends on angle.
Disable automatic navigation. - If this option is active, the U-boats map position is never updated.

The new mission editor options are:
Convoy spawn distance.
Force manual navigation.
Force real morse.

A new test patch will be available soon.
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Old 12-10-21, 03:03 PM   #715
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Hello Everyone!

Patch 0.25M is now available in the beta branch.
This patch includes new torpedo options, magnetic torpedo triggers and new options for the mission editor.
In addition to the options mentioned in the last update, the new patch also contains the option to add multiple order messages in the mission editor.
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Old 12-17-21, 05:28 PM   #716
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Hello everyone!

Patch 0.25N is now available in the beta branch. This patch includes underwater effects, more graphics options, updated periscope, new sound effects, and many bug fixes.

The new graphics options are disabled by default: Go to options/video to enable them. The new periscope reticle measures height in milliradians instead of centiradians. The distance table has been updated to reflect this, but otherwise it should be used the same as the old reticle. The new periscopes and UZO can be stabilized by holding the left mouse button.
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Old 12-20-21, 01:37 AM   #717
gutted
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Judging from the last video the exterior environment colors/lighting are still ass. When are you guys going to put some color in? The world in 1940 looked the same as it does today.


It's why i quit playing a year or so ago. Just horrible world environment.
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Old 12-20-21, 07:35 AM   #718
von faust
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Do you know if there is a printable version (Pdf or other) of the recognition manual?
Otherwise I go to work and create it.

Thank You
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Old 12-20-21, 04:22 PM   #719
blackswan40
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Hi von faust ive not seen one I did a Wolfpack Ship Data Sheet with all ship tonages length and mast height
download is clearer




Download Link


https://www.subsim.com/radioroom/dow...=5566&act=down
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Old 12-21-21, 03:01 PM   #720
von faust
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Quote:
Originally Posted by blackswan40 View Post
Hi von faust ive not seen one I did a Wolfpack Ship Data Sheet with all ship tonages length and mast height
download is clearer




Download Link


https://www.subsim.com/radioroom/dow...=5566&act=down
Great !!!
I have realized a printable recognition book with all ship but I don't know were I can upload it.
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