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I would like to thank everybody for their insightful feedback. Yes, we are aware that at this point, there are a lot of little things that require polishing. This is because everything is still very fresh, and we are very happy that we have managed to get it all to work - now we are going to gather a lot of feedback, take a deep breath, and start ironing out all the creases. We would also like to introduce a couple of new things, but right now, fixing bugs and refining all the outstanding little bits is our main focus.
I've been wondering about how to prioritize all of this. Do you think we could come up with a list together, so that we could have a clear picture of which bugs and problems the community sees as the most pressing and urgent? We could then attack those issues head-on, and not worry if we are focusing on the things or not. What o you think? |
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Confused me too. |
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Couldn't they make it so that players can use ordinary Steering Wheel.. Markus |
You can use the steering wheel and telegraph on the Bridge. I just never go there, too busy trying to pin down those wily U-Boat commanders! :D
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Here a steering wheel could be handy to steer the boat and then use of some joystik/pedal to set speed. Markus |
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And about W,A,S,D, personally I would like the ability to move the ship wheel using A and D (instead of click and hold dragging) and W and S to make speed changes without having to confirm them. Sometimes I like doing direct control during the final moments right before a drop and finding the click spot for the wheel, waiting for it to highlight green, and then holding and dragging is sometimes tedious. Quote:
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I have played around 6 hours so far in (4 one hour and 1 time a 2 hours scenario)
I have already sent my feedback form as requested. From what I have read here, the developers are also encouraging us to provide feedback here so I will share it here as well. I have been Betat tester in a number of simulations and games, Dangerous Waters among others and one thing I have learned is that the most useful support to provide to the developement team besides effectively identifying busg is "constructive criticism". So since I wish the very best for this tittle and I am excited to finally having a "modern software" Destroyer Simulator :Kaleun_Thumbs_Up: I am going to share here my feedback as constructive criticism and I have to say that other than the points mentioned below, the product is great. Super stable (0 crashes and excellent performance) easy to install and anyone with Naval Sim experience would understand how to operate it easily although I hope they develop a manual at some point. Those of you interested in my feedback, open the spoiler. It is a long text. |
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I also had missions where the fog was so thick I couldn't see 50 yards in front of my ship, but the subs have no visibility limitations regardless of the weather setting. Their torpedoes also, as mentioned, have no % chance to be a dud. They always explode and I've never seen one miss. I have also visually zeroed in on a periscope above the water, dropped my shallow pattern, and the sub is still shooting and firing at merchants while I'm circling around to pick him back up on sonar. The 5" guns are also somewhat bugged. I can see the rounds zero in on the dot reticle, but after they "hit" the u-boat, there are 5 separate plumes of water that are stretched out from 20 yards in front of the u-boat to 20 yards behind it, as if my guns were all aiming at different points. I don't see them all hit on the convergence point, which is frustrating because I'm shooting a sub at 800 yards full broadside but my gunners are somehow missing both ahead and behind the target. A couple times I've seen a large explosion and black smoke originate at the center of the u-boat, indicating a critical hit, but this was after 4-5 volleys at less then 1,000 yards. The 5" gun accuracy just isn't there, and they act more like a deterrent to force the sub under than a weapon that can reliably sink the u-boat. I've also noticed that the air cover says ETA 15 min but they're ready just a minute after that, and sometimes I never get air cover. Their support seems to be completely random. |
i will look in
in knowing how the dd does what it does will help me be a better sub capt:Kaleun_Cheers:
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I agree with you, good feedback, that should be really useful for the devs. :Kaleun_Thumbs_Up:
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Do the AI subs have the same limitations as the real ones? Are these limitations scaled for a three hour game (as they are in Wolfpack). How long is an hour of the game measured against real life? For example, a U-Boat could sprint at 6 knots or so for 45 mins. What should I expect this performance to be in the game? Is it necessary for AI u-boats to raise their scope for ~30 seconds to prepare for a torpedo launch? I would think so. Quote:
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It might take 12 hours to complete the mission (guard against attack, react to attack, prosecute ASW, continue to tie sub down with more ASW, direct other DDs, allow the convoy to escape, destroy sub and/or when convoy is 30 km away, return to convoy.) but that's a great use of the Save Game feature. :yeah: Imagine starting a game as the sun is going down, no radar contacts or maybe only one, but other than that, it's up to you to guess where the u-boats will approach. Make patrol loops, slow and search, then haul ass (don't want to be an easy target). React to an attack, work through the night, saving every couple hours, picking up where you left off every IRL day. Finally, the game sub starts coming up and you're safe! Epic battle that would give you a week of playing in real time. :D |
Help please
Hi, i got the details to join the beta but have had covid so behind the 8 ball, where do you input the code, obviously iv had steam for years but i cannot work out where to input the code, or even if the beta is still playable. Thanks
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There is something really wrong with the victory conditions. I was running a small battle, had sunk 2 out of 3 u-boats and was converging on the 3rd with Antler and air support.
My lookout called a torpedo wake, and suddenly I get a cinematic of a u-boat shooting a torpedo and a merchant ship getting hit, followed by end of mission and the attached score screen. How can the mission grade be "F" if I sank two u-boats and only one merchant was sunk? Previous missions I've had up to three merchants sunk and the mission never ended. I think the code for the scoring system has a bug in it, especially since the score screen says zero merchants were sunk. *edit* The game is completely frozen on this score screen. I can still bring up the ship wheel and speed windows with A,D/S,W, but no confirmation button or "X" to click to get rid of the score screen. I can still hear ocean sounds too, but everything else is paused. I had to Alt-F4 to quit the game. *edit #2* Another strange thing happened in this play session. I made successful drops on the same u-boat three times, and each time an oil slick appeared. That seems like an awful lot of damage without actually sinking the u-boat. |
I filled out the feedback form and sent everything I've reported here so far. Again, I think this needs more time in the oven.
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