SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-18-17, 11:05 AM | #61 |
Watch
Join Date: Jun 2017
Posts: 26
Downloads: 1
Uploads: 0
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Amazing update! Thank you Killerfish Games.
Now we just need those 3D towed arrays.
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08-18-17, 01:05 PM | #62 |
Seaman
Join Date: May 2005
Location: spain
Posts: 38
Downloads: 252
Uploads: 0
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Thank you Killerfish Games
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08-18-17, 03:27 PM | #63 |
Ensign
Join Date: Aug 2011
Location: Gdańsk, Poland.
Posts: 233
Downloads: 237
Uploads: 3
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Keep up the amazing work, great patch
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08-18-17, 08:36 PM | #64 |
Machinist's Mate
Join Date: Jul 2011
Posts: 130
Downloads: 2
Uploads: 0
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awesome. patiently awaiting model upgrades. poly count needs doubling for rounded sub hulls tbh. also soviet subs need an overhaul especially when soviet campaign comes. willing to pay srs
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08-18-17, 11:42 PM | #65 |
Swabbie
Join Date: Jul 2017
Posts: 13
Downloads: 23
Uploads: 0
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Awesome update! Lots of great improvements...
Be careful if you have modded your hud/default file. All of the new buttons and windows will be white boxes instead of the new graphic controls. In port during campaigns , the load times on the weapons screen overlap alittle with the vls tube numbers and names....minor probably an easy fix. Haven't noticed any other bugs yet. The us subs vessel txt files have been updated (according to the date and time stamp on the file) but can not figure out what has changed. Anyone notice anything??? |
08-18-17, 11:52 PM | #66 |
Navy Dude
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This is an awesome update allowing a one click to periscope depth, as well as a course plot. There are other great additions to the UI and too many to mention.
Thanks to Killerfish for always improving!!! |
08-19-17, 07:34 PM | #67 |
Bilge Rat
Join Date: Jul 2017
Posts: 1
Downloads: 5
Uploads: 0
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Killerfish is really keeping it on point with this game. Love it!
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08-19-17, 07:59 PM | #68 |
Gefallen Engel U-666
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welcome aboard!
Lommax!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
08-20-17, 12:25 PM | #69 |
Bilge Rat
Join Date: Jun 2017
Location: UK
Posts: 1
Downloads: 13
Uploads: 0
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A great update.
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08-20-17, 01:58 PM | #70 |
Bilge Rat
Join Date: Aug 2017
Location: United States; Minnesota
Posts: 1
Downloads: 4
Uploads: 0
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Like the changes with 1.07
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08-20-17, 03:26 PM | #71 |
Watch
Join Date: Jul 2017
Posts: 22
Downloads: 9
Uploads: 0
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Fantastic update guys! Lots of great new features the community has been asking for. One thing I've noticed for awhile, not sure if it's a bug or simply an oversight but when I start a new campaign the dates on the news headlines have always been the same. Seems like a lot of events to happen in one day. I assume the buildup to war is supposed to happen over a few months?
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08-20-17, 06:55 PM | #72 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Agreed. They've done a great job so far but a high poly/high res pack would be awesome. It's weird though that the surface ships look great aside from their props and the subs just look meh...
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08-20-17, 10:05 PM | #73 |
Bilge Rat
Join Date: Jul 2017
Posts: 1
Downloads: 15
Uploads: 0
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Great update keep up the good work
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08-21-17, 05:26 AM | #74 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 690
Downloads: 189
Uploads: 0
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I've been remastering a few of the player subs lately, but it's not like there's a huge amount of detail on (submerged) submarines anyway. That and when increasing the polycount, it takes longer to build the models. So there's a trade-off here. Same reason we never bothered with a 3D interior.
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08-21-17, 11:47 AM | #75 |
Samurai Navy
Join Date: Nov 2005
Location: Atlántico Sur
Posts: 557
Downloads: 382
Uploads: 0
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@Julhelm: Any chance to add a clock in combat interface? I think will be a very important element for tactics.
Thanks!
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