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Old 11-20-14, 12:21 AM   #136
PanicEnsues
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Originally Posted by deadhead1971 View Post
Hey Scott, a few more comments / questions.

As the difficulty increases, which of these are affected?
1. Number of destroyers with convoys (I know this increases as difficulty increases)
2. Accuracy of destroyer depth charges (better chance of getting sunk)
3. Greater chance of the destroyer picking you up on sonar
1: Yes; more escorts, with a higher percentage of Destroyers vs. Corvettes.
2. No, depth charge accuracy/power are constant. Having more escorts dropping them was enough of a difficulty multiplier.
3. No (same as above, having more escorts pinging you already makes them more likely to pick you up).

Some of the other things that change with difficulty:
  • Convoy angle relative to you.
  • Escort search time.
  • Escort attack speed.
  • Escort gun fire rate and accuracy.
  • Periscope detection speed.
  • Torpedo spotting distance/chance.
  • Flooding repair time.

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Originally Posted by deadhead1971 View Post
Also on the Sim setting / difficulty, it appears to me that the submarine is only firing straight line torpedoes- torpedoes from World War I and the early 30s- where the submarine had to be pointing in the direction of the torpedo shot.

What you could do is press a button on the screen from the periscope view and have a little box pop up and the user could input estimated angle on bow and estimated ship speed to calculate an angle shot. You could have a wheel of fortune scroll down numbers to pick from for each input number.

I just checked and it looks like the torpedoes go where ever the periscope is pointed.
Correct, I went with the simplest UI for manually torpedoes (one that wouldn't require any additional GUI items). Your suggestion could be a cool solution for it, since it's a pop-up GUI.

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Originally Posted by deadhead1971 View Post
Another thing you could do way on down the line is have an option to create your own encounter- kind a like the app Pacific Fleet. you could select the ships from a drop-down menu and maybe use your finger to draw out their direction heading on that tactical map or something.
I think that's a great idea!

Thanks for the feedback/suggestions,

-Scott
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Old 11-20-14, 11:40 AM   #137
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Okay thanks.
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Old 11-22-14, 02:15 AM   #138
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Version 1.5 has been released! Most of the changes in this version are for you SubSim.com players looking for more of a sim experience; I'm adding those as options in the "Custom" game mode.

• Updated to Unity 4.5.5
• About screen Panic Ensues logo is now URL link button
• Warns and fails on startup if unable to write to device storage
• Sinking ships hang around much longer at higher difficulties
• Added Custom Game option: Show/Hide depth charge markers
• Added Custom Game option: Real-world/2x ship speeds
• Added Custom Game option: Show/Hide ship models in chart view when periscope is submerged
• Added secret menu to unlock all difficulties

If you want to skip having to unlock each difficulty level for each game mode, you can now do that by:
  1. In the Main Menu, hit "Settings".
  2. Tap the upper-right corner of the screen 7 times (you'll hear a click when you hit the invisible button).
  3. Tap the new Setting button that appears: "Unlock all difficulties".

Happy hunting!

-Scott
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Old 11-23-14, 01:58 PM   #139
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I've had a chance to tinker with this for a couple hours and will have some comments and feedback probably tomorrow- nothing major. Thanks for the update.
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Old 11-24-14, 06:51 PM   #140
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thanks again for the update Scott and thanks for putting this game together. here are some comments and feedback on the game. have already mentioned the periscope previously so I will not mention it again and do a peat and repeat. I'll try to address new suggestions. and these are just suggestions. it's easy for me to sit here and list all these things without knowing the hours it would take to put these all into place. I think these would improve the game but it's ultimately your decision. And I also realize that some of these are probably on your list for a future release too.

First up on the priority list is the main bug in the game. When the destroyers leave the convoy to come after you, they will swarm into each other and run through each other. Not sure if a buffer radius can be set.

2) once the destroyers leave the convoy to come after you, they swing from left to right, side to side and turn way too quickly like on a hinge. Not sure if I described that where it makes sense. The ship swing from side to side instead of turning.

3) it appears that custom is it's own difficulty level- hard. I think it would be better to keep it separate from the other difficulty levels. In other words I'm not able to make adjustments in custom and then go back and play in easy level (want less destroyers) . If you wanted to go all out, you could add a lot more options to custom that have to do with the difficulty levels- Number of destroyers , sinking ships remain on surface longer… Etc.

4) improving the water graphics or textures; including maybe some different wave patterns. This would be a major improvement but not sure the man-hours involved.

5) if it were me I would throw in some 1940 dates somewhere to make it have more of a World War II feel. Maybe in the title crash dive 1942, maybe on the menu for example easy level could be renamed "happy times 1939 to 1940." Medium level could be 1942 to 1943. of course hard level the last two years of the war. I think throwing in some dates would give it just a little more WW2 feel.

Thanks! Glad to see you getting some positive reviews on iTunes.
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Old 11-25-14, 01:56 AM   #141
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Quote:
Originally Posted by deadhead1971 View Post
thanks again for the update Scott and thanks for putting this game together. here are some comments and feedback on the game...
Thanks for the detailed notes and feedback!

Happy Hunting,

-Scott
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Old 11-26-14, 02:44 PM   #142
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Default Resupply

Hi guys. Great little game. I've started a war patrol but I can't figure out how to resupply. Help?
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Old 11-26-14, 05:46 PM   #143
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Hi guys. Great little game. I've started a war patrol but I can't figure out how to resupply. Help?
Sail towards the little yellow dots with the label supply; you have to sail into the dot
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Old 11-29-14, 02:50 AM   #144
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Default Weird new bug - self-cloning enemy ships

On Random Mission, Medium, I track the remaining escort and merchant for an hour and I can see for sure they are the only two remaining ships in the convoy. At last I am far ahead enough to cut in across their course, submerge, and wait.

I fire two torpedoes and sink the remaining merchantman. The destroyer heads for me, weaving as described further up in this thread. I fire three torpedoes, one of which hits her. And then she splits into three images, two of which are depth-charging me while I file this bug report. The original version has sunk, and is recorded on the score-sheet. The two clones are identified as the same ship: USS de Haven.

Go figure, while I go back to dodge the depth-charges!

Edit: The attackers morphed into RCN corvettes while I was writing this up. But they still emerged from nowhere.

Last edited by MikeM; 11-29-14 at 04:09 AM.
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Old 11-29-14, 09:18 AM   #145
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Other than the ships running into each other I haven't experienced any of that weird stuff yet. as I mentioned in a previous post on another page I think the destroyer AI needs to be modified or something- their reaction time is too fast and they seem to know exactly where you are.

The floating debris is so cool.
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Old 11-29-14, 12:51 PM   #146
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Quote:
Originally Posted by MikeM View Post
...I fire three torpedoes, one of which hits her. And then she splits into three images, two of which are depth-charging me while I file this bug report. The original version has sunk, and is recorded on the score-sheet. The two clones are identified as the same ship: USS de Haven.
Congratulations, you're now the holder of the "Weirdest Bug To Date" award!

Let's call this one the "Philadelphia Experiment" bug. Of course, what you described is absolutely impossible; not that I'm doubting you, I'll just have to dig deep to figure out how this impossible thing is, in fact, possible.

Thanks for the report,

-Scott
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Old 11-30-14, 05:33 AM   #147
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Default wecome aboard!

MikeM!after a silent run! Sounds like a case of escort tryptich to me. SINK EM ALL!
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Old 12-04-14, 03:55 PM   #148
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Not sure what all the complaints are about stability on iTunes. it works fine on my iPhone 6 with iOS 8.1.1

It's either a iOS or hardware memory issue or something.
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Old 12-06-14, 07:45 PM   #149
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Thanks for the update. Did the update address anything else other than ths 2 items listed on apps store description ?
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Old 12-07-14, 01:57 AM   #150
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Thanks for the update. Did the update address anything else other than ths 2 items listed on apps store description ?
Nope, just aiming for stability at the moment.

-Scott
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