SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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06-03-16, 04:06 PM | #1 |
Wolfpack Dev Team
Join Date: Aug 2015
Posts: 379
Downloads: 3
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Development Updates
Hello everyone, here comes some updates!
As you may have noticed, it is currently very complicated to connect to a host behind a router. This is because of network address translation, meaning that the router gives the computer behind the router an internal IP address, and then translates any outgoing call from that address to it’s own. To bypass the problem, both parties need to connect to a third party server that performs a NAT punchthrough operation. Since we are greenlit now, we should be able to use Steam’s services to connect players. This, however, means rewriting most of the net code, so this might take a while. In the meanwhile we’ll try to get the game on steam as is, meaning you still have to play through a virtual private network if you are hosting behind a router. Having the game on Steam is still beneficial, since it enables automatic updating, bug reporting and other nice features, but the goal is to use Steam’s matchmaking and friend lists to set up online multiplayer matches. While Oscar is working on integrating the game with Steam, I have started creating player avatars. This first set of avatars will be placeholders for more detailed models that will be added at a later stage in development. The avatars will be implemented as soon as possible. / Einar ------------------------- Update Nov 2020 Original Roadmap Actual features added during post-EA release. During the ongoing development, the team found it more time-efficient to complete some features out of sequence from the original roadmap. https://www.subsim.com/radioroom/sho...55#post2684255 Current roadmap: as determined by the most time-efficient path. Last edited by Onkel Neal; 04-07-21 at 07:49 AM. |
06-03-16, 04:08 PM | #2 |
Born to Run Silent
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SUBSIM - 26 Years on the Web |
06-03-16, 08:46 PM | #3 |
Ace of the deep .
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I havnt played it yet so I will keep my idea brief . In multiplayer mode , once you pick a station are you relegated to just that station ?
Last edited by THE_MASK; 06-04-16 at 02:15 AM. |
06-04-16, 12:24 AM | #4 |
Electrician's Mate
Join Date: Sep 2002
Location: Great Lakes Area - Ohio
Posts: 131
Downloads: 62
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Current multiplayer can be 1 person per sub, or 4 people per sub (multiplayer with multicrew), or anywhere in between. Single player is what I understand AI crewmembers will be used in.
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You may find me on one of these teamspeak servers: Subsim.com - subsim.teamspeak3.com WWII Battleground Europe, Allied, - ts.wwiionline.com:9988 Elite Dangerous, Gamers Cove - 82.21.87.49 |
06-04-16, 06:28 AM | #5 |
Swabbie
Join Date: Jun 2014
Posts: 14
Downloads: 49
Uploads: 0
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you dont actually pick a station, you pick a sub and then you can go around and do whatever you want in that sub, but usually if you can communicate with the other players you try to figure out who does what, that makes it all a lot more simple
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06-07-16, 07:59 AM | #6 |
Swabbie
Join Date: Apr 2005
Location: Brazil
Posts: 11
Downloads: 6
Uploads: 0
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Good news. Steam is a standard and using their tools for matchmaking is perfect.
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08-08-16, 11:17 AM | #7 |
Hellas
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any news Neal ?
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Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
09-18-24, 05:47 AM | #8 |
Join Date: Aug 2024
Posts: 2
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In the game, you don’t pick a station directly; instead, you choose a sub and then explore and manage tasks within it. Communicating with other players to coordinate roles and responsibilities can simplify things and make the experience more enjoyable.
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09-20-24, 09:59 AM | #9 |
Wolfpack Dev Team
Join Date: Aug 2015
Posts: 379
Downloads: 3
Uploads: 0
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Hello everyone!
Axel has continued work on more advances AI features for convoys/escorts, Oscar has been working on the map implementation. |
11-18-19, 03:23 AM | #10 |
Duplicate account
Not Allowed Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
Posts: 713
Downloads: 2338
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Run!
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11-18-19, 11:55 AM | #11 |
Duplicate account
Not Allowed Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
Posts: 713
Downloads: 2338
Uploads: 0
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Wolfpack
Here he is in my library
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11-20-19, 02:56 PM | #12 |
Seaman
Join Date: Jul 2009
Posts: 37
Downloads: 150
Uploads: 0
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Oh.. my... GOD... Can one have a Submarine orgasm? Apperently so....
Two questions: 1. Save game? I would be nice if Capitain can save a game in a situation when he's not detected and follows a Convoy 2. CampaignCampaignCampaign....... My best regards. Thank you guys I do appreciate your work. PS... A hydrophone is AMAZING, depth control WOW... I take a week holiday to play all the time 24h patrol with my son and one of my friends. Thank you!!!! |
11-20-19, 06:51 PM | #13 | |
Grey Wolf
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Quote:
We use a modded version of the game, we use enigma, hell we even have crews learning celestial navigation! For each, at their own pace. Check us out! https://www.subsim.com/radioroom/forumdisplay.php?f=297
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Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ Last edited by derstosstrupp; 11-20-19 at 07:25 PM. |
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01-30-17, 03:57 PM | #14 |
Swabbie
Join Date: Jan 2017
Posts: 5
Downloads: 5
Uploads: 0
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It's been a while now, going on 10 days.
I feel like I have OCD; I check this thread multiple times per day. Any updates on the progress of Wolfpack? Hope all is going well with the development. |
01-31-17, 12:11 PM | #15 |
Swabbie
Join Date: Jan 2017
Posts: 14
Downloads: 0
Uploads: 0
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Hopefully it is just bad PR/management. The two guys from Sweden were just doing fine without subsim.
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Tags |
hms marulken, subsim, u-boat, usurpator, wolfpack |
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