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Old 10-12-20, 11:44 AM   #1
Boris-Barboris
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Ok, that was a funny snapshot at ~16:40 GMT, well done, you watch your baffles well.

Indeed, Minoga's sensor appears to be to strong, and I can agree with your low TTK (time-to-kill) and torpedospam argument. I'll try to do something with it on this weekend.
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Old 10-12-20, 02:21 PM   #2
xnonix
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Quote:
Originally Posted by Boris-Barboris View Post
Ok, that was a funny snapshot at ~16:40 GMT, well done, you watch your baffles well.

Indeed, Minoga's sensor appears to be to strong, and I can agree with your low TTK (time-to-kill) and torpedospam argument. I'll try to do something with it on this weekend.

You got spawned too near to me! Hehe!
Was a nice run. 24 kills in 2 hours till death. I'm getting the hang of it. Was fun!
I got your points of how sub warfare should be. Fast moves, listen, shoot, evade and run for another position.

3 torpedos for reload circle is very good. It makes you displace a lot on the map.

Can you make spawn distance bigger between players? This is: If you spawn point is too near to another player, the system should try another one, etc.

Sensors are ok for me. But torpedos speed seems too fast. With a bit slower torpedos, hits will be harder to achieve.

Thx for the game. I'm enjoying it a lot.

Regards.

Last edited by xnonix; 10-12-20 at 03:08 PM.
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Old 10-22-20, 12:52 PM   #3
xnonix
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Hey Boris,
great work on v0.2.1. Now the game is much more balanced.

Feedback:

1. I had several crashes to desktop when I drop a contact that is merged with an active source or marked ping on BB.

2. Torpedo range is too short even with the lowest "speed to activate" settings. I have to see the replay to see if this is correct.

3. If we could change bearing of data samples by draging them would be nice. I'd like to change wrong samples of a tracker that followed the wrong target after crossing.

4. For the first time I tried the active sonar and now is much more usefull because targets are far enough for you to feel safe on using it.

You fixed lots of my suggestions about the sim and I only can say thank you very much for the good work.

Regards.
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Old 10-22-20, 03:36 PM   #4
Boris-Barboris
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Quote:
Originally Posted by xnonix View Post
Hey Boris,
great work on v0.2.1. Now the game is much more balanced.

Feedback:

1. I had several crashes to desktop when I drop a contact that is merged with an active source or marked ping on BB.

2. Torpedo range is too short even with the lowest "speed to activate" settings. I have to see the replay to see if this is correct.

3. If we could change bearing of data samples by draging them would be nice. I'd like to change wrong samples of a tracker that followed the wrong target after crossing.

4. For the first time I tried the active sonar and now is much more usefull because targets are far enough for you to feel safe on using it.

You fixed lots of my suggestions about the sim and I only can say thank you very much for the good work.

Regards.

1. For the life of me I cannot reproduce the bug. Can you start the game from the command line? Shift+RClick empty space in the dsubs game folder, "Open command window here", then type dsubs_client.exe and press Enter. After the crash it should print something useful.
More precise/simpler reproduction procedure is welcome.

2. 11200m, maybe, let's this how the current value plays out. I'm not sure having an all-map-ranged (14km) weapon is a good idea.

3. yeah, this one is planned.
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Old 10-23-20, 05:32 AM   #5
xnonix
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Hi,

I want to talk about the BB screen a bit more.

Trackers: Trackers lose it sound source for a louder one quite easy. I think in reality every sound source has it own signature and trackers follow this signatures (tonals). Only in the case 2 sources have the same tonals, then the tracker could lose the correct one.

What do you think about it?
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Old 10-23-20, 07:21 AM   #6
Boris-Barboris
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Quote:
Originally Posted by xnonix View Post
Hi,

I want to talk about the BB screen a bit more.

Trackers: Trackers lose it sound source for a louder one quite easy. I think in reality every sound source has it own signature and trackers follow this signatures (tonals). Only in the case 2 sources have the same tonals, then the tracker could lose the correct one.

What do you think about it?



Unfortunately this is very hard to do in Dsubs. I don't plan to do any DSP/narrowband stuff on the client in the near future, so I'll have to improve the existing code and make the process of fixing tracker mistakes easy.

Dsubs does not abstract away tonals from the actual sound like DW does, but streams the sound to you, so you can use your ears, and it's hard to extract tonals from the sound properly. Maybe after the release there will be a proper spectrum analysis, but certainly not soon.

I'd like to focus on scenario and unit variety now.
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Old 10-24-20, 06:45 AM   #7
xnonix
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Some questions about sound on BB:

Is the sound of a contact related with its speed?
Are the 3 blades, 5 blades and 7 blades modeled in the sound of the sim?
For what my ears tells to me, is the same sound at different speeds and I don't know if is related to speed or to number of blades, or both.

Is there a way that you can tell what type of boat are you listen to?

Thanks in advance.
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