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Old 02-10-15, 01:18 AM   #166
MikeM
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Default Rear-shooting

It appears that you can fire the deck gun in an arc of 360 degrees, including through the conning tower. Without looking at plans, I would have thought that 150 degrees each side of the bow was the max.
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Old 03-22-15, 12:27 PM   #167
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Default Looking for Beta testers

I'm looking for some volunteers to test an update to Crash Dive before I release it. If you're interested, please PM me with your email address and device type.

Thanks!

-Scott
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Old 04-08-15, 01:36 PM   #168
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A question that I haven't been able to find an answer to, and I'm hoping one of the experts here might know:

How many depth charges did a Fletcher-class destroyer typically carry? What about the Flower-class corvette?

Thanks!

-Scott
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Old 04-10-15, 10:40 AM   #169
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Default When you need answers go to the source

in the Fletcher class design phase "Also asked was at what point would the design grow large enough to become a torpedo target instead of a torpedo delivery system. The answer that came back was that five 5 in (127 mm) dual purpose guns, twelve torpedoes, and twenty-eight depth charges (on two racks) would be ideal,
THis highly accurate model shows four racks and 40 depth charges... The (vintage)USS Kidd on display at Baton Rouge shows a single rack with 14?? depth charges>Of some interest to diehards: http://archive.hnsa.org/doc/destroyer/depthtrack/part2.htm#pg60 ...all of which does not take into account additional (IF ANY) k launchers
Not content WITH ANY OF THE ABOVE info I then called the Louisiana Naval War Memorial; 225-342-1942-and spoke to the resident person, Tim, who knows regarding the USS KIDD on display at the Louisiana Naval War Memorial. As good a 'primary-source' as I'll find! In WWII-upgraded: She carried 2 ten DC racks and 6 K guns-one DC apiece; and at one point had a two-DC Y gun on the stern. A grand total of 28 loaded..with any amount of spares lashed topside to the gunnels -never stored below...with subsequent complications in heavy seas. Footnote: there was a gap after the first DC on each of the racks to prevent a accidental discharge of an entire rack... so 9 only: S.O.P!!! How many lashed spares is subject to conjecture. http://www.usskidd.com/history.html At least once a year on July Fourth, KIDD's guns sound with an angry roar, firing against would-be attackers in a dramatic reenactment. She is one of the only World War II vessels still capable of performing such a feat.
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Old 04-10-15, 12:29 PM   #170
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Great answer, thanks for doing that leg-work! I'm currently looking into giving the escorts limited DC ammo (currently they will never run out), and it sounds like there's enough flexibility in the "real-world" numbers for me to dial it in for gameplay needs.

-Scott
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Old 04-10-15, 09:08 PM   #171
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Quote:
Originally Posted by Aktungbby View Post
A grand total of 28 loaded..with any amount of spares lashed topside to the gunnels -never stored below...with subsequent complications in heavy seas.
Did he say why they were never stored below?
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Old 04-10-15, 11:54 PM   #172
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He did not know precisely; but we almost simultaneously surmised it might be due to the grim lesson of the USS Reuben James sunk by Erich Topps U-552: "The stern remained afloat for around five minutes before sinking; unsecured depth charges compounded the damage, exploding as they sank and killing survivors in the water. One hundred and fifteen of her 160-man crew were killed, including all the officers." If the DC's are conveniently close to hand , by the sailors manning the weapon(s) they may be readily utilized OR neutralized as necessary...in the event your battle plan is on 'B'(not what you intended) and your own ordinance starts to kill you while you're swimming for the rafts in frigid waters.
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Old 04-11-15, 06:54 PM   #173
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Quote:
Originally Posted by PanicEnsues View Post
What about the Flower-class corvette?

Thanks!

-Scott
The HMCS Sackville is the only surviving Flower Class Corvette in the world and differs slightly from her British counterparts. "...Hedgehog ASW mortars, and a heavier depth charge load." Sackville has been meticulously restored to her late war 1944 fit, and carries the aforementioned enhancements. Sackville's depth charge rails and smoke generators(photo) http://www.steelnavy.com/Sackville.htm Generally Flower class corvettes modified later in the war carried one hedgehog ASW mortar; 4 MKII (K gun)depth charge mortars and two depth charge rails with 70 depth charges total-30 more than originally planned. Oddly as with the destroyer storage: "Extra depth-charge storage racks were fitted at the stern. Later, more depth charges stowed along walkways." NOT below deck! "Thirty-six ships in the class were lost during World War II, many due to enemy action, some to collision with Allied warships and merchant ships. One, sunk in shallow water, was raised and repaired. Of the vessels lost to enemy action, 22 were torpedoed by U-boats, five were mined, and four were sunk by enemy aircraft. The Flower-class corvettes are credited with participating in the sinking of 47 German and four Italian submarines.
The Flower-class represented fully half of all Allied convoy escort vessels in the North Atlantic during World War II." http://en.wikipedia.org/wiki/Flower-class_corvette Of some die-hard interest: http://en.wikipedia.org/wiki/Depth_charge note reloads storage.
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Old 04-12-15, 01:56 AM   #174
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There would be no reason to arm them before they are put in the racks/K-guns, so that can't be it.

Maybe they were worried about torpedo hits setting them off.

Or, perhaps, there was no good way of hoisting them up from below? I would've thought they had something along the lines of a shell hoist near the stern for this purpose, but apparently not.

Anyway, nice photos.
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Old 05-11-15, 11:51 AM   #175
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Crash Dive version 1.5.13 has been released for all platforms.

Changes:
• Fixed bug where sub would occasionally surface uncontrollably.
• Fixed bug where an invisible ship could occasionally ram your sub.
• Fixed bug where you would sometimes surface and never find the remaining ships in an out-of-range convoy.
• Deck gun no longer works when Destroyed
• Added Patrol map cloud layer
• Reduced memory usage (converted some large sound files to streaming)
• “Back” button exits from mission and app
• Hide Android menu buttons (“Immersive Mode”)
• Faster patrol saving/loading
• Larger menu/pause button
• If bow tubes are Destroyed, aft tube now loads on start of next encounter
• When an enemy ship rams you, it now also takes damage
• Added game option for “toggle” style turn arrow buttons, so you can turn and aim at the same time
• Visibility range is no longer affected by periscope damage when sub is surfaced
• Tutorial ships now don’t run away at mach 3 as soon as they’re hit
• Tutorial ships are now always first-level (no whales with escorts)
• Tutorial ships now ignore user’s Custom Game settings and default to Easy settings.
• Tutorial stage “target three ships” now offers timed hints, and eventually gives up and moves on.
• Reduced target ship speeds in Tutorial
• Versioned leaderboards, so now’s your chance to land a high score before they fill up again!

-Scott
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Old 05-23-15, 01:28 PM   #176
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Has anybody had a problem where the game gets stuck on loading screen after finnishing a mission? Im using the Android full version on a tablet made by Texet. Re-installing the game or clearing the cache or data seems to fix the problem ocationally until finnishing a new game.
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Old 05-23-15, 02:32 PM   #177
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Quote:
Originally Posted by hewsu View Post
Has anybody had a problem where the game gets stuck on loading screen after finnishing a mission? Im using the Android full version on a tablet made by Texet. Re-installing the game or clearing the cache or data seems to fix the problem ocationally until finnishing a new game.
Hi hewsu, can you give me some more details about this problem?

Does it occur after a "Single Mission", or a "War Patrol", or both?

Does it happen if you win the mission, quit out, get sunk, or all of those?

If you "Force Quit" the game from the Android app manager, does that clear it?

Finally, please send me the last 6 characters of your "Device ID"; it's shown on the "About" screen from the Crash Dive main menu.

Thanks, and feel free to email me the info directly at sgoffman@panicensuessoftware.com.

-Scott
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Old 05-23-15, 03:08 PM   #178
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Thank you for such a fast response!

The problem seems to persists in both single missions and war patrol. If I use the "quit" option in a single mission there does not seem to be a problem, only when I manage to sink something and then "win" the patrol. In war patrol I get the problem already when I select save & exit right after starting the patrol.

When I play the lite version I seem to never get this problem.

I'm still not sure how I manage to fix the problem as it seems I have to clear cache, start game, clear cache again and start again and so on until finally the game gets past the loading screen. Force quitting the game does not seem to fix the problem.

I have a strong feeling that the problem might be related to internet connection. Perhaps the game is trying to connect to internet to update the high score?

I sent my device ID by e-mail to you. Hopefully this information helps!
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Old 06-14-15, 07:05 AM   #179
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I just purchased this game when I upgraded my tablet to a Samsung.

I really like this game. I think you did a great job balancing action and sim into one package. The graphics are nice and the game play is smooth... and it is fun to play. Not all game/sim programmers remember that last point.

I have to, respectfully, disagree with many of the posters in this thread. There is no way you can make this game into a mobile version of a fully modded SH3/GWX game. It is my opinion that if you try to go too much further down this road, you risk changing the playability of the game.

If I want to play a fully modded SH3, I have my computers at home. When I am sitting in the waiting room, Crash Dive is the type of game I can play!

Crash Dive is also a great way to get people new to submarine games interested... and this can only help our community.

If you make the game too complicated... that is, more appealing to the subsim community, you risk new people simply uninstalling it and moving on.

You have a good stable enjoyable game in which you are making regular small fixes. Don't improve it to the point where it is worse.

I do have one question about the game. Using the automatic targeting method, is there any advantage from manually offsetting multiple torpedo shots to attempt a spread along side different parts of the ship? Does the game mechanics even consider shot placement or will three torpedoes hitting the same spot be as good as a spread?

I am glad I found your game and I wish you the best of luck
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Old 06-15-15, 11:35 AM   #180
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Quote:
Originally Posted by Platapus View Post
I just purchased this game when I upgraded my tablet to a Samsung.

I really like this game. I think you did a great job balancing action and sim into one package. The graphics are nice and the game play is smooth... and it is fun to play. Not all game/sim programmers remember that last point.
Thanks, glad you like it! I spent a long time trying to dial in that "sweet spot" between sim and game; I know there's no way to please everyone, but the response seems to be mostly positive.

Quote:
Originally Posted by Platapus View Post
I do have one question about the game. Using the automatic targeting method, is there any advantage from manually offsetting multiple torpedo shots to attempt a spread along side different parts of the ship? Does the game mechanics even consider shot placement or will three torpedoes hitting the same spot be as good as a spread?
Nope, there's no location-specific damage on the enemy ships; a hit is a hit. The only benefit to firing a spread is to improve your chances of hitting an escort that might otherwise evade your torpedoes.

Regards,

-Scott
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