SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
10-16-22, 03:26 PM | #46 |
Gefallen Engel U-666
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Welcome aboard!
Akrow7!...on the surface after 2 decades'silent running'!??
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
10-17-22, 05:54 AM | #47 |
Swabbie
Join Date: Sep 2002
Location: Vannes, Brittany (France)
Posts: 5
Downloads: 27
Uploads: 0
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Hello Aktungbby !
Because of my poor English (thanks Wikipédia !) I use to go on Subsim only for reading or downloading . During six years (2002-2008 with "www.mille-sabords.com" members we play a multiplayer chanpionship using maps and patchs (OSL, Projekt Messerwetzer...) from subsim. So i have to thank Subsim of plenty good time playng my favorite game so upgraded. https://akrow.pagesperso-orange.fr/Accueil.htm |
11-02-22, 07:48 AM | #48 |
Gefallen Engel U-666
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Nice mancave!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
11-04-22, 06:30 PM | #49 |
Swabbie
Join Date: Sep 2002
Location: Vannes, Brittany (France)
Posts: 5
Downloads: 27
Uploads: 0
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The battle of Atlantic is so hard, a cosy place well equiped id needed
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11-10-22, 11:34 AM | #50 |
Captain
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Blimey. I know the Atlantic can have filthy weather and visibility, but it seems to me to be always fairly vile in game even when the skies are clear and in daylight. I may need to frig my graphics settings. I far prefer the old Silent Hunter seas....
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11-10-22, 12:55 PM | #51 |
Watch
Join Date: Dec 2017
Posts: 24
Downloads: 26
Uploads: 0
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I agree somewhat. Same with Wolfpack. Like with sunny, "clear" weather it still looks depressing and foggy. It's less foggy than actual foggy weather but it still isn't bright and cheery enough.
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11-19-22, 06:18 PM | #52 |
Sub Test Pilot
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Have to say I played this today for the first time and really enjoyed it
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11-29-22, 04:33 PM | #53 |
Torpedoman
Join Date: Dec 2010
Posts: 120
Downloads: 54
Uploads: 0
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the foundation is pretty solid I would say. the gameplay loop is very frenetic, uncertain and stressful, so that when you actually land a good pattern on the uboat, it's pretty rewarding. My only gripe is that it can be a little arcadey and sometimes frustrating. The AI can get in your way and a collision is an instant defeat, even if it is a glancing blow (the roadmap says this will be worked on and improved for a more realistic experience) and the AI is practically suicidal (again, the roadmap promises better AI, so maybe they will actually try to escape instead of charging through heavy fire in order to sink just one ship)
Very fun, very rewarding when you do sink a uboat and perhaps a nice balance between realism and game but I personally would like a bit more realism. |
12-06-22, 09:34 AM | #54 |
Born to Run Silent
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Vote vote vote!
Let's help Destroyer win Indie Game of the Year, help direct more attention to naval sims. You can nominate Destroyer: The U-Boat Hunter for the TOP 100! https://www.indiedb.com/games/destro...-u-boat-hunter
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SUBSIM - 26 Years on the Web |
12-07-22, 04:16 PM | #55 | |
Weps
Join Date: Oct 2011
Location: Arkansas, USA
Posts: 366
Downloads: 65
Uploads: 0
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Quote:
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12-12-22, 12:52 AM | #56 |
Ace of the Deep
Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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Hmm, No good. Webpage won't open up when I press the vote button.
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11-05-23, 03:53 PM | #57 |
In the Brig
Join Date: Nov 2002
Posts: 111
Downloads: 9
Uploads: 0
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Yup. The more I play the more I like the game. I am still in the era of DC and use it as benchmark for DUH, but hey nobody is perfect. The game needs a lot more expanded options in both user menu and skipper of the warship. First of all different scales of active/passive sonar. Same goes for the radar. Another thing is that I can hear the sonarman telling me he hears the propeller - sadly I cant. Small thing but in DC you could hear the propeller of the sub. I already flagged the issues with the external views and lookouts - hope the developers will sort it out. Then we go to the Battle itself - I have no idea why this is time limited. Imagine and angry DD skipper closing on the u-boat and then all of a sudden the game ends. Keeping the sub underwater is also the tactics. I would love to have my own decision about terminating the battle against u-boats. I miss also the limited ammo count. So here we go to the realism. In DC I knew how many depth charges I have left, how many torpedoes, shells etc. Also manual adjusting the artillery. Maybe because I don't have campaign there is torpedoes station missing. My role is limited to finding the sub and depth charge it within specified timeframe in Battle scenario. I miss the flexibility and vast options DC offered here.
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