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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#616 |
Gefallen Engel U-666
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Exocet25fr!
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"Only two things are infinite; The Universe and human stupidity; And I'm not too sure about the Universe" ![]() |
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#617 | |
Planesman
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You could try sending the creators a message and see if they still have the files.
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Sub Commander: A free roguelike submarine simulator |
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#618 |
Samurai Navy
![]() Join Date: Jun 2004
Location: Paris/France
Posts: 556
Downloads: 247
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Thanks a lot TheGeoff for the Pinto !
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#619 |
Samurai Navy
![]() Join Date: Jun 2004
Location: Paris/France
Posts: 556
Downloads: 247
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Nobody has HMS Vanguard to send me ?
No need any more, SOLVED !
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\"Le Triomphant\" listens you ! Last edited by Exocet25fr; 10-01-17 at 07:47 AM. |
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#620 |
Swabbie
![]() Join Date: Jun 2015
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I know I'm rather late in posting this; after all, 0.28 has been released for a year now. Anyways, after playing a bit with the 0.28 patch, I find that the combat system is rather tedious.
Engaging an enemy target usually goes along the line of this: 1. Detect enemy with passive sonar 2. Identify the enemy 3. Check nationality by switching to weapon control 4. Switch back to sonar, because enemies detected by sonar are not tracked on weapon control 5. Depending on the condition, launch torpedo at the heading (6. If you have to reload a tube, or adjust arming distance, active/passive torpedo, or search pattern, you have to go to weapon control again and back.) I think a solution would be to make weapon control actually serve its purpose. The sonar should only be used to detect the ship and identify the ship. The information would be then transferred to weapon control, where the vessel would then be able to be targeted. Basically, the sonar would be linked to weapon control similarly to how the periscope is linked to weapon control. Now, for all this to work, weapon control needs to be revamped. Currently, due the low pixel count, it is rather hard to align your sub towards the target. I suggest showing the bearing of the ship targeted so that firing a torpedo in the right direction would be easier at long range. |
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#621 | |
Swabbie
![]() Join Date: Nov 2016
Posts: 8
Downloads: 9
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![]() Returning to my message earlier this year. Any news about that diplomacy bug? ![]() |
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#622 |
Samurai Navy
![]() Join Date: Jun 2004
Location: Paris/France
Posts: 556
Downloads: 247
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#623 |
Samurai Navy
![]() Join Date: Jun 2004
Location: Paris/France
Posts: 556
Downloads: 247
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SUMMARY
Radar range: 25NM at -14m max. Passive sonar detection: 20NM at -20m max. Fine sonar detection: 2 kts Torpedoes range: 25NM (1 Square = 13.3NM) Missiles launch depth: from 0 to -19m Normal oxygen level: 21% Ballasts efficiency: -100m max. Bilge pumps safety: 50% RPM (suck out oxygen) Outside water level: 2m (200cm) Periscope depth: -14m max. Crush depth: between -280 and -350m Control rods bump: 20% are enough fully immersed: 0% down (stop or SCRAM) fully emerged: 100% up (full power) Radiation contamination: 0267mSv/min (in the game: 1sec = 1mn) 2000mSv/ 7.5mn = unconscious 3000mSv/11.2mn = coma 4000mSv/15.0mn = death Mean time between failures = 2x (sub_reliability) + 10sec: value > 1000 : accidents rarely occur Value = 100 : 210sec (default) value < -4 : never random accidents
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#624 |
Samurai Navy
![]() Join Date: Jun 2004
Location: Paris/France
Posts: 556
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I'm not sure to understand what is Outside water level: 200cm
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#625 |
Swabbie
![]() Join Date: Dec 2010
Posts: 12
Downloads: 7
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any chance of making it open source? I wouldn't mind trying my hand at a linux port as a side project. I wouldn't have much time for it as i'm working full time and doing an IT degree, but i'd have a go.
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#626 | |
Watch
![]() Join Date: Nov 2014
Posts: 17
Downloads: 2
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It just means that the squares outside of the boat are filled with water, as you would expect. |
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#627 |
Samurai Navy
![]() Join Date: Jun 2004
Location: Paris/France
Posts: 556
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Thanks a Lot for your explanations
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#628 |
Stowaway
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I really want to play this game but it won't work. Every time I unzip and start I get a error code reading 'Win32DPNetGame'. does anyone know how to fix this.
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#629 |
Swabbie
![]() Join Date: Jun 2015
Posts: 5
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Have you tried going to "Turn windows features on or off", expanding "Legacy Components", and enabling "Direct Play"?
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#630 |
Swabbie
![]() Join Date: Mar 2018
Posts: 7
Downloads: 10
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So I recently discovered that you can level up crew members in various tasks, i.e. firefighting, and such, and i would greatly appreciate if someone has a list of what each perk does and how many ranks each one has, along with ways to up said perk (like tough) I would love to have it, mostly so i can stop lighting fires everywhere and trashing the insides just to up my crew's repair abilities.
EDIT: I looked through every page of this forum as to the crew abilities, and thank you. Also, in theory, to get strength up, i could just fill a useless room with water and let someone with scuba gear swim for hours? or is it better to just sit at port shooting torpedoes at nothing and reloading the tubes with "weaker" crew? Last edited by Jace; 04-03-18 at 09:26 AM. |
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