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Old 08-08-14, 11:41 AM   #301
kust
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If you still want ideas for your game i got one when you are in port you can recruit new/more crew choose what torpedos you want , tex electric or gas. Nice job with the diplomacy and nukes
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Old 08-09-14, 03:45 AM   #302
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Originally Posted by TheGeoff View Post
Good idea - a ballast system failure could definitely be an interesting (and difficult!!) situation to deal with. Not quite sure how to implement it, since there's no actual in-game object representing the ballast tanks, but I'll give it some thought and see what I can come up with.
A idea for implementing this may be that instead of having pumps, valves etc. to deal with in a failure, there is a buoyancy and depth keeping control panel that can throw a strop now and then.
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Old 08-19-14, 05:55 PM   #303
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Default Breaking the Silence

Hi, just wanted to say what a great job you have done on the missile system; looks fantastic. Can't wait to see the next update!
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Old 08-21-14, 09:03 AM   #304
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As Bjork sung...It's Oh So Quiet!
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Old 08-21-14, 06:39 PM   #305
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I have the sneaking suspicion that this silence will lead to a really big update...
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Old 08-22-14, 09:04 PM   #306
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Version 0.25 needs to be a big update, it means we're a quarter of the way there!
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Old 08-23-14, 12:34 AM   #307
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Version 0.25 needs to be a big update, it means we're a quarter of the way there!
Good to hear from you Geoff, can't wait to see what you have in store. Keep up the good work!
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Old 08-23-14, 04:24 AM   #308
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Looking forward to the next thrilling instalment! Also wondering what this new big project is all about?
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Old 08-23-14, 08:05 PM   #309
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I might post a screenshot and some details soon!

Also:

Quote:
A idea for implementing this may be that instead of having pumps, valves etc. to deal with in a failure, there is a buoyancy and depth keeping control panel that can throw a strop now and then.
Forgot to respond to this but I definitely like this suggestion. I need to add a new control panel for the missiles anyway, so I might as well add a 'dive control system' or something like that while I'm at it. I don't know if this will make it into the next update but it's on The List™ for the future.
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Old 09-01-14, 01:07 AM   #310
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Hi there. I just found global conflict blue 2 and then I just found this. I'm interested. It seems that if the naval simulation community is going to have simulations we are going to have to build them ourselves.

So, I am wondering where I can download the latest version of this so that I might take a look?
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Old 09-01-14, 03:01 AM   #311
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Version 0.24 is available on page 1, we are currently awaiting version 0.25 with baited breath!
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Old 09-01-14, 03:33 AM   #312
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Quote:
Originally Posted by Rex Ursus View Post
Hi there. I just found global conflict blue 2 and then I just found this. I'm interested. It seems that if the naval simulation community is going to have simulations we are going to have to build them ourselves.

So, I am wondering where I can download the latest version of this so that I might take a look?
Yeah, the link is near the top of the first page of the thread. Let me know what you think!

Funny you mention Global Conflict Blue, I actually made a rough prototype of a game similar to that a while ago (though it was simpler and focused more on the air combat aspect than the naval) Definitely agree that if nobody is making the kind of games you want to play, you should make it yourself - that's mostly why I started making Sub Commander.
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Old 09-01-14, 04:26 AM   #313
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Funny you mention Global Conflict Blue, I actually made a rough prototype of a game similar to that a while ago (though it was simpler and focused more on the air combat aspect than the naval).
An air combat strategy simulator definitely speaks to my inner pilot!
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Old 09-10-14, 05:52 AM   #314
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I decided to post a quick progress report because this update is taking so long. Here are a couple of the features I've added this week:
  • The arctic ice sheet is now simulated - you can sail under it and even break through it if you have enough speed. Trying to smash your way to the North Pole like some kind of weaponized icebreaker is a definitely a bad idea though.
  • The AI for ships, aircraft and convoys have all been significantly improved. Nations will react faster and more aggressively towards any hostile subs detected in their waters, especially if you start launching torpedoes or missiles. Ships will now radio your position to each other and call for air support if it is available. Pilots are also better at planning attack vectors and flight paths.
  • Cities can be destroyed by nuclear weapons (meaning you are unable to refit there) and nuclear blasts will irradiate the surface (making it unsafe to refresh your sub's air supply). It seems I've made a simulation of Nevil Shute's On The Beach

Before I release V0.25, there are still several tweaks and improvements to be made to the diplomacy code, the UI, and several of the onboard systems. I think all of the major features are finished though, so with any luck it should be out next week.
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Old 09-10-14, 11:02 AM   #315
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Quote:
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I decided to post a quick progress report because this update is taking soooo long.
Fixed for you!



I used to weigh 18 stone when v 0.24 was released...

Also, I'm on holiday until 1st October , so I'll just have to wait.
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