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Issues Found Thus Far For Me

Posted: Fri Aug 08, 2003 6:39 pm
by Administrator
i got a few quirks / suggestions with the game so far. just thought i'd list em' date=' see if a can get some help on em.
1. when i dive, after being surfaced, and go to the bridge view on the sub, the red lights dont come on immediately? are they supposed to be like that. it usually takes around 30 seconds to a minute, although i havent timed or anything. what are the circumstances for the red lights to go on?

2. when im surfaced and moving, then dive, my engines cut, theres the 5 second wait, then they restart, the sounds get kind of jumbled up too.

3. is there a mic activation button? or is there a way to bind a control so that i can say, hold space bar, give a command and then release, so that my TV, or brother dont give commands inadvertently to my game? if not, i'll put a switch on my mic (adding a switch was my intention anyways, so its no inconvenience to me)

i think thats it so far, i havent played to far in, only on missions 2 & 2 of the LFN campaigns[/quote']
When you surface or goes to scope depth at 1/3 or less speed the blips should appear right away. Maybe you should confiscate the whisky bottle from your sonar man ? :lol:
the delay from electric to diesel switch is actually my fault' date=' I asked to have a delay. :D

Cause in real life a sub cant power on the diesels before it has fully surfaced, some newer tech subs can do it, cause they use snorkels and blah blah

To my knowledge there is no such key on the mike thing, but as you suggested you can splice a switch on your mike. Just remember to click it before saying anything :P[/quote']
i dont mean the red blip lights' date=' i mean the red bridge lights, when in first person mode, the bridge of the sub is all red, but when i dive after being surfaced, or when im just starting a mission, the red lights arent always on.
and i was just wondering if the engines were supposed to stall like that, wasnt sure it it was a bug. it does make sense though, to have them shutdown for the switchover.

also, one other problem is that when i give the "hold course" command it sets teh rudder to 0 degrees, then quickly sets it 8 degrees either port or starboard. the direction, and angle could be random, but might have something to do with the previous rudder setting. i have to give the hold course command 2 times, or use the "D" button. its not really a big deal to use the D button, but when i get on a roll with using the voice shortcuts, its kind of a stumbling block.

and just one other question, that i think you answered above but just for clarification, once underwater, you switch to battery power right? no matter how shallow the dive. just wondering because from what i heard the u-boats had snorkels for air that they could use when just under the surface, and was wondering if you implemented something like that[/quote']

Issues Found Thus Far For Me

Posted: Fri Aug 08, 2003 6:39 pm
by Administrator

Ahoy Handel and welcome aboard...

Schnorkels.  Schnorkel research in the German Navy didn't begin until 1938 with the O19 and O20.  It is a Dutch invention.  German U-Boats weren't fitted with the device until 1943 with the U58 being the first boat to undergo extensive trials.  By June 1944 only 1/2 the Uboats stationed in France sported the Schnorkel and only the XXI and XXIII types were designed with a schnorkel.  Type VII and IX classes were a retro-fit.  We will be retro-fitting the VII and IX' date=' but not for a little while still.  Enigma singleplayer takes place in 1937.

--East[/quote']

I accept the info that Schnorkels weren't so common thing during the WWII. But I still think adding them will make a better balance in the game - but ONLY if the ships are able to ram the subs (if opposite a sub with a schnorkel will become too strong opponent).

Please consider adding more info messages including a msg when a torpedo misses the target.

As I understand this is not a sub sim, so I don't ask for other messages like when active sonar is working and similar.

About torpedoes running at 5 meter depth - it looks like it takes some time for the torpedo to adjust his depth and if the sub is at periscope depth (-10 meters) the torpedo goes under EVERY ship - not just under the small ones.

3. Something very stupid - when at periscope depth the viewpoint is a way above the ships decks. And when on a ship deck I can see the sub periscope as a mast over the sea surface. There are no such periscopes. Every periscope on every sub is just a couple of inches above the sea surface and of course the point of view is practically from sea surface.

4. When aboard of my patrol ship I saw a sub periscope nearby and at full speed rushed over it. This sub was a history already! But nah... I even didn't destroy the periscope and of course such "tiny problems" as my ship trashing at full speed the sub command cabin (errr - you know what I mean) were dismissed at all.

5. At periscope depth the torpedoes were going UNDER the hull of the nearby ship. Pure nonsence.

6. I tried to crash my sub at periscope depth in the hull of the nearby ship. Mission impossible. My electromotors were working' date=' my acumulators were going low, but neither my sub, neither the ship were getting any damage. The subs are not tanks.

[/quote']

Some of your points have already been dealt with so I've edited these out.

Periscope height above water will vary depending on depth of sub. I set my depth to the deepest possible to activate periscope. I sometimes have to then come up a couple of feet to compensate for sea swell. If you watch a good WWII film you will often see the captain grab the periscope and make observations in a crouched position - to ensure he is not exposing the scope to much.

I have rammed a sub - it is possible and quite satisfying :)

Yes - torps do take a while to adjust to running depth. If ship is close by they may be rising to running depth on the far side of ship. Don't get so close.

Have tried something similar - surfacing below a ship. Game seemed to stop as if the ship AI confused by what was happening. As I moved away though he woke up and depth charged me in to the deep. :(

Hope this helps a little.
Actually there must be ONLY ONE periscope depth - and it is... periscope depth:-) There is no such thing as "2 meters periscope depth"' date=' "3 meters periscope depth" etc. The command cabin is over 2 meters high and there is the sub hull itself, so if the sub is at, say, 4 meters periscope depth, the top of the command cabin will be seen over the surface. So the player must not be able to dive at 3 meters:-) The minimal dive depth must be set at something reasonable and that MUST BE THE ONLY periscope depth available.[/quote']