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Thread: Small Tweaks?

  1. #1
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    Lächeln Small Tweaks?

    First of all thank you very much for releasing such a fantastic game, just in time for the holidays. It really feels like playing a modern version of Silent Service II or Silent Hunter on my iPhone. Commuting will never be the same again. Nothing like investigating a mysterious contact in dense fog (which turns out to be an enemy submarine shelling you) to convert a dull train journey into a thrill ride!

    I just have two small suggestions for your considerations:
    1. You use absolute compass bearings in the TBT and periscope. I am used to relative bearings, which I think was used in the old subsims. Could you implement that possibly as an option?
    2. The gauges and screens are made with loving detail, but for us on smaller screens (like iPhone 5) - and maybe older eyes - some are impossible to read. Would it be possible to have some sort of zooming function or larger dial option in the settings?


    One final observation: the game seems to be quite battery hungry. This may be down to my old phone, but can you give any tips on how to minimize energy consumption when playing the game?

    Merry Christmas, and thank you again for a brilliant game. I really appreciate the attention to detail, and recognize your work as a true labour of love!

    Please keep up the good work!

  2. #2
    Administrator Chris's Avatar
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    04.12.2016
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    Hello Redwing
    Merry Christmas.
    Thank you for the very kind words. The game is not finish yet and we love to hear from players to make the game better and more functional.

    I'm in work to make a better and nicer gui for the game like new gauges and needles. This will fit some problems with big screens like iPad and smaller displays. For the compass bearings we will discuss it.

    The next Update will bring a lot of changes to game. I hope you have fun and stay with us for the next stage of Silent Depth.

    Best regards and a warm christmas season.

    Chris
    Run Deep, Run Silent!

  3. #3
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    Thank you, Chris. Merry Christmas to you, too!

    Yes, of course I'll stay with you. You have a great game already, and your approach of taking players' feedback on board for game development sounds spot on.

    I love the 'brassy' feel of the gauges and dials - you really got the spirit of the old Silent Hunter game nailed down pat there. The map modes are a perfect blend of Silent Hunter and Silent Service, taking the best of both to make it as visually attractive yet as playable as possible. The way you implemented weather and limited visibility makes night surface attacks a blast. I struggle to see the targets in the pitch dark, but I don't mind much, that's the way it was in reality, too.

    Your sound and voice effects are also great. The shrill screech of an artillery shell passing me by almost made me duck the first time I heard it. Are you planning to implement more command acknowledgements by the crew? By the way - the sound sample for the gun deck (also a fantastic feature!) is not quite correct, as it says 'secure from battlestations', i.e. means to stand down. It should say something like 'Battlestations, surface' or 'Battlestations, gun action'. I seem to remember that there are some historic sound samples with the correct commands around on the web regards this.

    Two more ideas which you might have heard before: campaign mode and historic scenarios.

    The music is also very much in theme. Kevin MacLeod's 'The Descent' is a perfect fit. Very atmospheric!

    Anyway, enough for now, must get back on patrol. Best wishes for a successful 2017!

  4. #4
    Thank you also from my side! And thanks for your very valuable feedback, much appreciated!

    You are right about this battlestations sound, it's at the wrong place and will be fixed within the next update. If there aren't any critical bugs the next update will probably contain already some more content and improvements.

    A campaign mode and historic scenarios are indeed very good ideas. I'll put this onto my (ever growing) list.

  5. #5
    Administrator Chris's Avatar
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    Thank you Redwing. I love to read your feedback.
    Historic scenarios sounds very good.
    Run Deep, Run Silent!

  6. #6
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    Hi! I got the game for my ipad now and it seems to run okay on my ipad 2 2011 model.

    I am thinking that in game, there should be some classic "ping" sounds when the sub is being hunted for by ships - i am surprised that this sound effect would be missing.

    Overall great work and definitely very reminiscent of Silent Service 2 which is great as i love that game too.

    I have been playing the game on normal difficulty and it admittedly has not been that hard to play, it seems relatively easy to line up and take out any ship , this even applies for taking on cruisers and destroyers - is this perhaps too easy? one think in the older silent service games that made it difficult to take on fast approaching destroyers was that it would start firing its guns at my subs position even while at periscope depth and as such it could damage and even destroy me if i hung around, - this added challenge means one is more inclined to want to plan better for how to take on or elude destroyers and surface warships, and makes taking on a destroyer directly a more risky venture. Also i think if a destroyer is approaching my sub fast, it should do something to try and avoid any torpedoes i may send its way -currently it will stay on course and not maneuver even when a torpedo is coming right at it. (does the AI do this in hard mode only or at all?)

    The depth charge attack runs are good - i think the AI is good here, and trying to outmaneuver the charges gets really down to the wire

    also the enemy ships do not seem to do much in the way of zigzagging - they do it a little bit but not enough to ever make it an issue

  7. #7
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    Good points, agathosdaimon. A ping would be nice. Maybe "one ping only"

    I did encounter zigzagging single ships that required you to close up to less than 1000 yards to secure a hit, and had at least three occasions where a destroyer outmanoeuvred my first salvo. I haven't played hard difficulty yet but will do that next to see what difference that makes. Thanks for the reminder that you can change difficulty settings! I like that the game is not too hard at first. Winning is more fun!

    You are right about the depth charging attacks. I prefer to take the escort out first, as the AI's ASW skills are top notch.


    Martin - you are very welcome. I love playing the game! The way you have implemented weather and limited visibility is really good. It is a challenge to line up for an attack in dense fog. Love the deck gun, too. Great sound effects, and recoil. Binoculars would be helpful here but I don't mind adjusting by Mark I eyeball to finish off a target. Good fun. Were you planning to arm merchant ships at some stage? I seem to recall that some of them carried guns for defence, and some Japanese Q-ships were tough nuts to crack for US submarines.

    You may know that already but Richard O'Kane's books (like "Wahoo" or "Clear the Bridge") are excellent sources for historic scenarios, including attack run diagrams of various engagements.

    One more suggestion: selecting the start date for the patrol, or randomizing it together with the sub assignment. Would also work well with campaign mode, giving options when to start the career.

    You have a great game here which is very enjoyable to play. I hope you get rewarded for your efforts by good sales numbers.

    A clean sweep for 2017!

  8. #8
    Haha thanks guys! I'm going to answer more in detail asap, so far I wish you all the best for 2017! Thanks so much for your feedback here! Much appreciated!

  9. #9
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    First off, great game and graphics. Sub hunter and silent service were some of my favorite PC games. I have been waiting for someone to create a decent one for IOS and you guys are off to a great start. Here is some feedback for you after a short time playing the game.

    1. I agree with Redwing, bearings on the periscope should be relative to the vessels bow. It might be better if you remove the periscope bearing indicator from the compass rose and change the periscope bearing info IN the periscope and TBT display to relative.

    2. The rudder dynamic(response and overshoot) seems pretty good. The thrust/speed dynamic however seems to have issues. The sub accelerates too quickly and at a fairly constant rate. As you double speed, the drag quadruples. The vessel should initially start out fast then the rate of gain slows untill the speed where drag = thrust is achieved. Stopping is just the opposite, the sub seems to coast at a high rate of speed for a long time. When thrust is removed, It should initially decelerate at a high rate which reduces as you approach 0. A common practice to speed deceleration is to put on a backing bell untill just before you stop. When I do this in the sim, the sub stops then accelerates in reverse even though the control is at all stop...

    3. Contact reports usually contain a little more info. Current time, Bearing and range to contact, Closest Point of Approach(CPA) and time of CPA(TCPA). Then atmospheric and visibility/sunrise/sunset info.

    4. Torpedos are very expensive, cannon shells are relatively cheap. The gun was used wherever it was possible to do so. Guns use gunsights, sometimes telescopic with graduations to help you guage elevation angle to range. the cannon screen might be better if more like the TBT screen, maybe with a single circle rifle scope reticle to help it look different.

    5. I think the annuncements you Might be looking for are "Battlestations surface" or "Battlestations Torpedo".

    Anyway back to the game

  10. #10
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    i am playing the game more on hard now and its good and all but i think the AI needs some fixing, also the game on my ipad has been crashing a few times too - it is the latest version .85

    the destroyers have perfect infinite range vision it seems which does not so much as make the game hard but actually makes it not very fun because it just means thesame thing happens every time - i select to go to the tactical game and my sub starts on the surface and is immediately spotted so now i just have to wait for the destroyer to come over and i can try to sink it as it comes or i crash dive, wait for it to do its thing and then sink it as it leaves

    - effectively there is no real game here because i cant try out any tactics of trying to reposition to intercept the escort and the destroyer also has pretty impressive night vision too it seems
    also the briefing descriptions about at what range my sub becomes visible seem to be irrelevant in hard mode too as i have bee n spotted well outside even the broadside range

    it would also be helpful for some kind of in game guide to exist which tells me how many yards equal how many miles because the visibilty yards info is hard to use when the in game map is in square miles - you should have the visibilty and ship target range also given in miles at least

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