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Old 06-07-17, 04:28 PM   #76
FPSchazly
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Quote:
Originally Posted by Nippelspanner View Post
The most annoying thing for me so far:

You are drawn into a fight. You spend a lot of time to "escape" by hitting the red zone because the sonobuoy spam is causing the "vessel nearby!" annoyance, only to be drawn back in immediately after, without having a chance to move on the campaign map. ARGGH!
That is especially annoying when heavily damaged, or out of weapons.

P L E A S E give us a "break contact" option, by all that's holy, please!
Yes, I believe this is a bug that will be addressed shortly. It is annoying lol
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Old 06-07-17, 04:30 PM   #77
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Quote:
Originally Posted by FPSchazly View Post
Yes, I believe this is a bug that will be addressed shortly. It is annoying lol
Yes it feels like a bug indeed.
Especially as I once experienced it after being killed(!), haha.
Still, the option to leave it be and take a hike would be great.
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Old 06-07-17, 04:54 PM   #78
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Originally Posted by Char View Post
-Aircraft are Psychic. There seems to be NO time between when you do anything noisy or alerting (Like say Launching Torpedoes) and a Bear or Heli appearing. I assume Helis, because only testing in 1968 campaign. Going back to above Convoy, Launched Mark 16s, Undetected from 8k. Good Spread on the tanker. Undetected, Dove,Undetected. Convoy begins maneuvering, Detecting Torpedoes. 10 seconds later, Bear Flies over.

Tanker Takes Hit, sinks. Escorts, STILL EVADING have begun moving away from area. This Attack was perfect... I was sneaking away. I would like to again reiterate, Escorts have NOT even realized I'm here. Bear Drops Sonar Bouy about 4k yards off my port. BAM! Both Escorts Immediately make full Steam back at me. Absolutely Ridiculous.

-Damage Control. Simplistic and effective. However, Better Flooding indicators are needed. I need to know IF a compartment will begin flooding again when I remove the Damage Control Team to another compartment.

-Torpedoes going to Gyro Angle before Clearing the Bow of the Submarine. Had this happen a few times with the Mk. 37. which causes it to contact and detonate. The launches in question were at 5 and 10 knots respectively, and were not more than 10-12 Degrees Opposite of firing tube. Someone Correct me if I'm long, but don't Torpedoes usually have a minimum Arming distance?

-Noisemakers: Bug or Feature? It seems i'm unable to Resupply them at port.

Overall, Enjoying the game when I'm not getting hunted to death by Bears flying well within Friendly NATO Airspace close to NATO controlled Norway, even closer to Potentionally active Norwegian Airbases
Solid observations!
I'm sure with all the feedback the devs can address these things. The friggin' Bears especially. If not, I would probably mod them out of the game myself, lol.
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Old 06-07-17, 05:44 PM   #79
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It could well be that the sonobouys are too uber, as well. You can tweak these values yourself in the sensors file:

Quote:
SonarModel=wp_rgb_56
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=21
SonarPassiveSensitivity=0
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=200
SonarDescription=Some text here.

SonarModel=wp_rgb_64
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

SonarModel=wp_bm_1
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

SonarModel=wp_bm_2
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

SonarModel=wp_bm_3
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=21
SonarPassiveSensitivity=0
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=200
SonarDescription=Some text here.
What would be good detection ranges for passive and active bouys? Maybe reducing these values by 5 or 10db makes a huge difference.
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Old 06-07-17, 05:47 PM   #80
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I believe there is some bugging with the spawning where it doesn't spawn contacts distant enough from you. The fact that layers are often absurdly shallow compounds this issue as you spawn beneath them, whereas you should be spawning in the duct and pick them up at long range. We'll come up with a solution to this. I agree that if you line up an ambush you should start 30-40kyds out.
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Old 06-07-17, 06:18 PM   #81
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Thanks Julhelm!
Outstanding!

Also.......that Active Sonar logic needs a look.
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Old 06-07-17, 06:25 PM   #82
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Originally Posted by Nippelspanner View Post
Solid observations!
I'm sure with all the feedback the devs can address these things. The friggin' Bears especially. If not, I would probably mod them out of the game myself, lol.
Actually I did a little test and found a possible way to disable aircrafts for now. Just go to "aircraft.txt" find the bear and change it's cruise speed to 1.
It will still spawn but will just hang in the air so unless you accidentally sail past it, you shouldn't even notice it's there.
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Old 06-08-17, 04:27 AM   #83
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At this stage it is super buggy (gamebreaking bugs included).
I would refrain from buying this until they fixed it.
I bought it just to support devs making subsims, but this (although really fun IF it works) is just a mess right now. Feels more like an alpha than a finished game.
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Old 06-08-17, 04:52 AM   #84
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That's just a result of having a very limited internal testing team (3 people). Suffice to say we felt we had a very stable and mostly bug-free build, so we release it and now we suddenly have thousands of users reproducing bugs we though were fixed (because we thought we knew the only ways to reproduce them).
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Old 06-08-17, 05:32 AM   #85
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Quote:
Originally Posted by Julhelm View Post
That's just a result of having a very limited internal testing team (3 people). Suffice to say we felt we had a very stable and mostly bug-free build, so we release it and now we suddenly have thousands of users reproducing bugs we though were fixed (because we thought we knew the only ways to reproduce them).

If playing Bethesda games have taught me anything "If you release it, we will break it in new and interesting ways"
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Old 06-08-17, 11:25 AM   #86
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Quote:
Originally Posted by Julhelm View Post
That's just a result of having a very limited internal testing team (3 people). Suffice to say we felt we had a very stable and mostly bug-free build, so we release it and now we suddenly have thousands of users reproducing bugs we though were fixed (because we thought we knew the only ways to reproduce them).
Still a fantastic product. I can't wait to see your company grow and thrive.
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Old 06-09-17, 12:45 AM   #87
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Quote:
Originally Posted by Julhelm View Post
That's just a result of having a very limited internal testing team (3 people). Suffice to say we felt we had a very stable and mostly bug-free build, so we release it and now we suddenly have thousands of users reproducing bugs we though were fixed (because we thought we knew the only ways to reproduce them).
You and your team of 3 people have created an amazing subsim that has had me hooked all week.

This has quickly become one of my favorite games of all time, and like others have said I also am looking forward to seeing where you take Cold Waters
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Old 06-09-17, 04:18 AM   #88
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Originally Posted by Giesemaschine View Post
You and your team of 3 people have created an amazing subsim that has had me hooked all week.

This has quickly become one of my favorite games of all time, and like others have said I also am looking forward to seeing where you take Cold Waters
Yeah, this game has med revved up in a way I haven't been since the release of SH4.
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Old 06-09-17, 04:49 AM   #89
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Same here. Despite all the issues I'm still having a blast. Can't remember when was the last time I had so much fun with a video game TBH.
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Old 06-09-17, 06:53 AM   #90
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Originally Posted by PL_Harpoon View Post
Same here. Despite all the issues I'm still having a blast. Can't remember when was the last time I had so much fun with a video game TBH.
I concur wholeheartedly

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