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Old 08-16-2020, 12:45 PM   #481
PL_Andrev
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Quote:
Originally Posted by JuanLiquid View Post
I'd like to see big and dangerous waves too, which force to navigate in a smart direction.
Current sea view looks too flat, but I'm not sure "the big and dangerous waves" were positive aspect of submarine attack game.
Additionally, based on US memories the big waves made a early ignitions and detonations of US torpedoes...

See the weather on sea captured on photos during uboat activities:







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Old 08-21-2020, 03:24 PM   #482
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Hello Everyone!
This week we've been working on the new buoyancy system. Here is a work in progress video.

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Old 08-21-2020, 03:43 PM   #483
Onkel Neal
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The water asset and buoyancy system is a big update even though it is not readily apparent to the end user. This new built-in-house water asset the new water asset is very efficient with resources and will allow the game to take advantage of the latest version of the Unity engine. The original water asset allowed the devs to get a game in place and on the Early Access platform, now they have engineered a greatly superior water asset of their own that will work much better for the game, with caustic effects, better shading of underwater views through the periscope, and the long-awaited foam and wakes that will improve the visible appearance.
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Old 08-23-2020, 01:11 AM   #484
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Fantastic news, well done!!!
You guys forgot to mention the floating red bricks

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Old 08-24-2020, 06:22 AM   #485
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Will we get underwater effects? Like the sub being pushed around by dc's?
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Old 08-24-2020, 12:42 PM   #486
rohling
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Could you also please add depth charge explosions above surface?
This would be really helpful when working together in a pack.. locating
a buddy in need
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Old 08-25-2020, 08:22 AM   #487
Onkel Neal
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Quote:
Originally Posted by rohling View Post
Could you also please add depth charge explosions above surface?
This would be really helpful when working together in a pack.. locating
a buddy in need
That is a good suggestion, thanks
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Old 08-26-2020, 10:35 AM   #488
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Default Incomplete support for widescreen monitors

Yesterday, I purchased Wolfpack in the hopes that it would support a widescreen monitor, specifically 3440x1440. All seemed to work fine until I finally got around to the conning tower where I wasn't able to access any navigation or attack scope controls. The cursor just doesn't move past a certain point on the left or the right of the screen -- confining me to a view that is just between either of the two control areas. If you guys could take a few moments and just make it work the same as the rest of the locations, that would be great. Essentially, the game is unplayable for me until this is resolved.

Also, there is something that I find to be a real annoyance: When I move the cursor around the screen, the pointer is a "precision pointer" (crosshair) type rather than a "arrow-pointer" type. The crosshair is useful on the map display, but is very difficult to see on other displays. If you guys could just alter the mousepointer type so that it shows the crosshair type only on the map display that would be VERY helpful.

Last edited by bigbear; 08-26-2020 at 11:52 AM.
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Old 08-28-2020, 08:01 AM   #489
Onkel Neal
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Quote:
Originally Posted by bigbear View Post

Also, there is something that I find to be a real annoyance: When I move the cursor around the screen, the pointer is a "precision pointer" (crosshair) type rather than a "arrow-pointer" type. The crosshair is useful on the map display, but is very difficult to see on other displays. If you guys could just alter the mousepointer type so that it shows the crosshair type only on the map display that would be VERY helpful.
Noted, thanks.
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Old 08-28-2020, 09:37 AM   #490
Pisces
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Would be nice if they can invert the color of the mouse icon. White on a bright map surface or background sky in the main menu is easily lost. We need more contrast aside from size.
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Old 08-28-2020, 03:37 PM   #491
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Hello Everyone!
During the past week, work on the new water asset has proceeded as planned. We are also fixing bugs that have been reported. We're doing another Q&A on Discord September 9:th 10-18 GMT. If you have questions regarding the project we'll be there to answer them.

Wolfpack Discord: https://discord.gg/ZwEymD5
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Old 09-04-2020, 03:02 PM   #492
Onkel Neal
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.24C patch released to fix the enemy ship night detection range issue.
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Old 09-04-2020, 04:08 PM   #493
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Default Weekly update

Hello Everyone!
This week we've been working on the new water asset. We also released a patch fixing the enemy night blindness bug. If you have questions regarding the project, we're doing a Q&A on Discord September 9:th 10-18 GMT.
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Old 09-11-2020, 08:49 AM   #494
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Hello everyone!
This week we've been working on the new water asset.
We are finished with depth sampling and buoyancy, and next week
we will work on refraction and reflection. We also held a Q&A where we got some good input from the community. Thanks to everyone who participated.
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Old 09-18-2020, 06:26 PM   #495
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Hello everyone!
This week we've been working on various under water effects
for the new water asset.
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