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Old 05-01-14, 09:27 PM   #121
Tango589
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Sweeeet, will d/l tomorrow at work. Sshhh, don't tell anyone...
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Old 05-02-14, 07:17 AM   #122
Urist McSubmariner
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Ah, I love this game! Came here from RockPaperShotgun and started playing from v0.21

First voyage in v0.22, departed Odessa at periscope depth and 25kts, then got shelled to pieces by a Turkish destroyer. Spent some time contemplating life while stuck to the seabed in the Sea of Marmara; eventually patched enough leaks to float again and headed back Odessawards, this time aggressively torpedoing every enemy warship. I didn't take further damage, but did sink a few more times. Oxygen dropped to critical levels and I barely got to the surface in time to purge, which was surprising, as the reactors and generators were functional and electrolysis was running. Two crewmen survived, who turned out to be those wearing SCBA - very useful!

I really like the improved weapons modelling in v0.22 - and those SCBAs

I have a couple of questions:

- currently can asphyxiating crew recover? I have never observed an unconscious crew member get better.

- would it be possible to have a visual indication of whether or not a bilge pump is running?

- would it be feasible to have a centralised bilge pump control station? Perhaps in addition to the current direct control?

You're making the game I always wanted to play - thanks
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Old 05-03-14, 04:45 AM   #123
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Quote:
Originally Posted by Urist McSubmariner View Post
I have a couple of questions:

- currently can asphyxiating crew recover? I have never observed an unconscious crew member get better.

- would it be possible to have a visual indication of whether or not a bilge pump is running?

- would it be feasible to have a centralised bilge pump control station? Perhaps in addition to the current direct control?

You're making the game I always wanted to play - thanks
These are some good questions! As well as unconscious crew members recovering, could there be the ability for them to be carried to the crew quarters where they can receive medical attention to get them back to full fighting strength?
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Old 05-03-14, 06:55 AM   #124
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Put a medic alongside them in the crew quarters and they should recover but not always.
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Old 05-03-14, 09:15 AM   #125
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I wasn't even aware you had a medic onboard!
How do you get someone who's unconscious to the crew quarters?
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Old 05-03-14, 09:20 AM   #126
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No, medics haven't been added yet but they're planned for one of the next few updates. At the moment, unconscious crew will very occasionally wake up again but mostly they just die... working on a fix for that at the moment.

Soon the AI will be improved so crew drag their comrades to safety, try to revive them and call for medical staff. That's the plan anyway...
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Old 05-03-14, 10:00 AM   #127
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Hot diggity doo dah!
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Old 05-03-14, 09:53 PM   #128
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Default welcome aboard!

Urist McSubMariner!
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Old 05-04-14, 05:10 AM   #129
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The ruthless efficiency of the Subsim Welcome Committee never fails to amuse me. No newbie will go unwelcomed!

In other news, I'm releasing the first version of the Submarine Development Tools. The zip file linked below includes two small programs which provide you with the tools needed to create a huge range of submarines.

If you want a submarine to work perfectly with the existing GUI, the following limitations will apply:

The submarine must have:
  • Two nuclear reactors
  • Four torpedo tubes
  • Two turbines
  • One turbine generator
  • One electric motor
  • One periscope
  • The sub can only have one equipment storage

But if you're willing to put up with some minor bugs (and use the text interface instead of the graphical one) almost anything should be possible!

Download here: http://goo.gl/MxBNIc

edit: also, here's a new sub loosely based on the USS Triton.
Download here: http://goo.gl/fl6iiP
Put the 'triton' folder in your /subs/ directory (where the default folder is), then open gameoptions.ini and change 'sub_folder = default' to 'sub_folder = triton'

Last edited by TheGeoff; 05-04-14 at 05:26 AM.
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Old 05-04-14, 06:27 AM   #130
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This is fantastic! At last, I can have a spherical sub!!
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Old 05-04-14, 11:21 AM   #131
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The ruthless efficiency of the Subsim Welcome Committee never fails to amuse me. No newbie will go unwelcomed!
From Caesar's misquoted Commentaries: We Seek; We Find; We Welcome!
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Old 05-04-14, 11:37 AM   #132
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Quote:
Originally Posted by TheGeoff View Post
The ruthless efficiency of the Subsim Welcome Committee never fails to amuse me. No newbie will go unwelcomed!
To think you've been a member longer than some helps bring along the realisation this is one of the friendliest communities on the internet
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Old 05-04-14, 12:18 PM   #133
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I'm liking the depth charges, they add a whole new dimension to it, but at the moment that are more of a nuisance than a threat. If one goes off close aboard and the outer and inner hulls are already damaged I'd expect at least a destroyed result on one of the parts of the hull, also when depth charges go off alongside the reactor room they damage the hull but leave the shielding alone, they might be better if they were a bit more damaging.
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Old 05-04-14, 04:14 PM   #134
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First Post!

Anyway, I really love this game so far. The tension of hoping that you're deep enough to avoid depth charges, or the hilarity of ordering a crash dive and hitting the bottom 3 seconds later. I also like the management aspect too, something that few games have.

I have a few questions also.

Will ships that are depth charging me leave if I minimize the noise enough?

Will you be adding different levels to subs? It would be cool to have a WWII sub with a deck gun.

Also, how do you purge? This came out of a long episode in the middle of the pacific where the radiation level eventually reached over 900 rads. Adding on to this, will things like reactors build up damage? Like it starts at 7% and then builds up to 15% while releasing more radiation and potentially a meltdown?

Again, I really love this game and it will continue to have my attentions for a long while.
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Old 05-04-14, 07:27 PM   #135
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Default welcome aboard!

KritZ
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