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Offline Asid

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Re: UBOAT submarine simulator UBOOT
« Reply #75 on: October 27, 2022, 12:28:57 AM »
Update 2022.1: Patch 9
Wed, 26 October 2022



Dear skippers,

There is a new patch available for 2022.1. It fixes some of the most common issues reported so far. Changelog:


Localisation:
- French localisation update by FvJ and Placebo.
- Ukrainian localisation update by vovanvoks.
- Japanese localisation update by Surumeika1987, Largo, [JP]AWPsan, 泥遊戯.
- Portuguese localisation update by AlexShuma.
- German localisation update by Ruby.
- Polish localisation update.

Crew:
- Radiomans are now receiving incoming radio transmissions automatically, if they are in the radio room or have an assigned role with specified radio use and don't do anything else at the moment. The notification about a new incoming transmission doesn't appear, if there is a radioman that starts to receive it.
- "Supporter" skill now works only once per assignment rather than once per alarm. Since alarm can be now controlled manually by the player in 2022.1 this was allowing for an easy exploit.
- Crew members that leave for a vacation now have a "vacation" order displayed on their portraits and in other places in the UI. This helps to understand what they are currently doing.
- Fix: It was possible to receive multiple penalties for dirty interiors, if a saved game state was reloaded after obtaining the penalty. The duplicated penalties weren't going away even after cleaning. This fix also applies to existing game states that already contain multiple penalties.
- Fix: Sailors could still try to block leaks in evacuated compartments, if they haven't yet arrived at the destination when the evacuation was ordered.
- Fix: Survivors from sunk ships no longer speak in German about leaks.
- Fix: Officers were sometimes becoming tired, even though they were on an automated schedule, which should ensure that they would switch to rest before becoming tired.
- Fix: U-boat's interiors are automatically cleaned and all dirt modifiers to discipline are removed after using quick mission completion. U-boat's interiors also don't accumulate dirt during long stays at port.

Simulation:
- Compressed air tanks are now filled automatically during long stays in a port.
- Fix: NPC ships could quickly submerge below water, if time compression was repeatedly switching between x140 and x48.

User interface:
- Expanded discipline tooltip with information that fatigue modifier may be removed by sending crew on a vacation.
- Owned reputation points are now displayed in the HQ in the task view for quick reference.
- Fix: Photographs of campaign objectives that ask the player to move to another flotilla (like Gibraltar Passage) could disappear from the map after completion.
- Fix: Keyboard shortcut settings screen was having duplicated entries, if it was opened and closed multiple times.
- Fix: There is now a different status on the selection panel for aircraft to indicate that they were shot down. They no longer use the same status as sinking ships, because the icon and tooltip weren't fitting.
- Fix: Notification about compressed air could for a short time display values above 100%.
- Fix: Subtitles could appear behind torpedo launchers UI.
- Fix: "Free camera enabled" label wasn't horizontally centred on the screen.
- Fix: Fuel cost now disappears after completely filling the fuel tanks.
- Fix: Engineer follower bars were sometimes having gear icons on them without reason.
- Fix: "Daredevil" skill wasn't visible in the skill tree of the skipper after completing The Happy Time (the skill was granted correctly though, just not visible).
- Fix (regression of 2022.1): It wasn't possible to load star shell ammunition into ammunition storages.

Ships:
- Fix: CHANT ships were very hard to sink.

World:
- Fix (regression of 2022.1): Scapa Flow was sometimes empty. The underlying issue could have similar effect on some other ports that should be more populated.

Ports:
- Aesthetical improvements to Wilhelmshaven, added more people along the undock route.
- Various fixes to La Spezia and La Rochelle.
- Fix: It wasn't possible to mark AA guns in some of the ports from certain positions.

HQ:
- Fix: It was possible to start any HQ task, while having only one reputation point, even if the cost was higher due to an early research penalty. The reputation was becoming negative after that.

Graphics:
- Vacations are now selected with a physical map in the background, without borders and historical events for a better feeling.
- Fix: Customisation screen was brighter than normal, if red lighting was enabled on the ship and the weather was dark.
- Fix: HQ camera now doesn't rotate as much upwards while zooming in, because it was causing issues on some graphic cards.
- Fix: When map skins were switched in the settings, some elements of the map weren't updated from the new skin until the game was restarted. In some cases it was also possible for the map grid to disappear in the process.
- Fix: Various issues with damage decals on NPC ships.
- Fix: Circular shadows could appear in the map view after zooming out the view at a certain distance near lands during a sunset or sunrise.
- Fix: After pressing a keyboard shortcut to adjust an user interface scale, while being on HQ map, map skin was reverting back to the default one.

Missions:
- Leading officer now offers different assignments after vacation ends rather than offering the same choices as before the vacation.
- Assignment about planting mines now requires to move away a bit further from the destination after completing the objective.
- Ships sunk outside of the patrol area now still count towards campaign objectives asking to sink a certain tonnage, if it's in a matching area for example anywhere in North Sea or Western Approaches in Tonnage War.
- Decreased a required number of merchant ship inspections to perform for the Southern Routes campaign objective.
- Fix: Mine planting assignment could become stuck at the "Leave area" objective.
- Fix: After completing all stages of a campaign objective asking to sink a specific tonnage of merchant ships, there were still new patrols appearing associated with it.
- Fix (regression of 2022.1): After obtaining Daredevil skill for the skipper, it was possible to receive an assignment about attacking La Rochelle, while being in La Rochelle.

Yours,
DWS

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Offline Asid

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Re: UBOAT submarine simulator UBOOT
« Reply #76 on: October 28, 2022, 12:54:22 AM »
Update 2022.1: Patch 10
Thu, 27 October 2022



Dear skippers,

There is a new patch available for 2022.1. It fixes some of the most common issues reported so far. Changelog:

Localisation:
- Italian localisation update by BeeTLe BeTHLeHeM.
- German localisation update by Ruby.
- Polish localisation update.

Crew:
- Fix: Crew stops to speak any queued statements after a quick mission completion is used.
- Fix: It's no longer possible to store non-food items in the galley.
- Fix (regression of 2022.1 Patch 5): Decreased diving suit weight from 40kg to 20kg to make it possible to manually equip the suit from a cabinet.

Ports:
- Aesthetical improvements and fixes to Helgoland.
- Added docking spots for trade ships in Wilhelmshaven.

Modding:
- Fix: If "2022.1" was specified as the supported version of the game in the mod manifest, patch releases were considered incompatible with it by the launcher.

Interactions:
- Fix (regression of 2022.1 Patch 8): After shooting down a plane and approaching it, interactions with other units were stopping to work until the game was restarted.

Missions:
- Added a docked British merchant ship in the assignment about rescuing a Kriegsmarine official from Vigo. Enemy patrols on the way back are now less intense, if player remains undetected on the approach to the port.
- Fix: Objective about staying undetected in the assignment about rescuing a Kriegsmarine official from Vigo was always marked as completed in the mission summary after completion.

Technical:
- Fix: In rare cases, the port wasn't unloading correctly from the scene when its area was left by the player and instead was loading back again and wasn't going away afterwards.

Yours,
DWS


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Offline Asid

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Re: UBOAT submarine simulator UBOOT
« Reply #77 on: November 23, 2022, 11:41:21 PM »
Update 2022.1: Patch 16
Wed, 23 November 2022



Dear skippers,

There is a new patch available for 2022.1. It's here to fix one issue introduced by the previous patch released earlier today. Changelog:


Localisation:
- Portuguese localisation update by AlexShuma.
- Ukrainian localisation update by vovanvoks.
- Spanish localisation update by Tordo.
- German localisation update by Ruby.

General:
- Fix (regression of 2022.1 Patch 15): It wasn't possible to turn off the radio music.

Yours,
DWS


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Offline Asid

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Re: UBOAT submarine simulator UBOOT
« Reply #78 on: December 11, 2022, 05:24:18 PM »
Update 2022.1: Patch 17
Wed, 30 November 2022



Dear skippers,

There is a new patch available for 2022.1. Changelog:



Localisation:
- Japanese localisation update by Surumeika1987, Largo, [JP]AWPsan, 泥遊戯, Mononok Kori.
- Portuguese localisation update by AlexShuma.
- Czech localisation update by Spid3rCZ.
- Turkish localisation update by Narberal Gamma.
- Spanish localisation update by Tordo.
- Ukrainian localisation update by vovanvoks.
- Italian localisation update by BeeTLe BeTHLeHeM.
- German localisation update by Ruby.
- Polish localisation update.

User interface:
- Improvements to new decoration and campaign progress screens.
- Added a separate notification type for less important messages, like communications from the other u-boats. This notification is less intrusive and helps to quickly distinguish important messages from the common communications from the other ships.
- Crew fatigue modifier to discipline is now displayed in the discipline tooltip, even when the ship is docked in the port. There is an information added, that the modifier is currently inactive.
- Added a dedicated icon for the equipment upgrade action.
- Fix: Radio message about completing the Scapa Flow assignment was displayed in its full form, rather than shorter form, on the button used for sending the messages.
- Fix: Notification about interrupted radio transmission was sometimes appearing during quick return to port or while skipping time in port.

Crew:
- Free vacations now last for 14 days instead of 21 days. As a drawback, the fatigue is growing slightly faster than after a longer break.
- Fix: Character controlled in FPP could start to move on his own after moving through the hatch from the control room to battery room no. 2.
- Fix: It's no longer possible to leave the port, when there is more sailors on board than allowed by the current limit (it was possible to achieve by completing Enigma recovery assignment).
- Fix: Officers were continuing to wear items that they were given on the group selection screen for external interaction after cancelling it (for example, a diving suit).
- Fix: Sailors could sometimes not return to their duties defined in the schedule after vacation for the duration of the first shift. The limit of sailors possible to assign to officers could also increase for the duration of the first shift.

Simulation:
- Sight detection range at which groups of ships are spotted (funnel smoke, masts etc.) is now much more affected by bad weather than the direct sight range at which individual units are told apart. This fixes situations, where for example, it was possible to spot smoke over horizon in a heavy fog at a few hundred meters.

Graphics:
- Fix: Map camera was often slightly vibrating during movements, especially if temporal anti-aliasing was enabled in the settings.
- Fix: Labels on the ships weren't appearing at distances from which it should be technically possible to read them through a periscope.
- Fix: View through UZO and periscopes was very bright in dark fog, much brighter than the other views.
- Fix: After returning from the map to a view close to the u-boat after at least a few hours of travel, the reflections on the sea and other objects could look wrong and don't match the current weather.
- Fix (regression of B129): The dynamic wetness effect on the u-boat's hull wasn't working since a few major versions back. This fix may have a small impact on the performance.

Ports:
- Aesthetical fixes and improvements to Wilhelmshaven.
- Fix: Cars try to avoid turning into blind roads to avoid turning 180 degrees back.

Missions:
- Fix: Green dot that points mission targets, wasn't always centred on the u-boat's wreck in the Enigma recovery assignment.

Audio:
- Sound effect for course change is now quieter.

Modding:
- Vacation data from the data sheets is now updated after loading a saved game state. There is no need to start a new campaign for changes to show up.

Technical:
- Fix (regression of 2022.1 Patch 15): Random issue with loading saved game states.

Yours,
DWS

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Offline Asid

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Re: UBOAT submarine simulator UBOOT
« Reply #79 on: December 11, 2022, 05:27:25 PM »
Update 2022.1: Patch 18
Sat, 10 December 2022



Dear skippers,

There is a new patch available for 2022.1. Changelog:


Localisation:
- Chinese localisation update by Alex Zheng, JM-LeiDao, 36 D, Xenon_Tennessee.
- French localisation update by FvJ and Placebo.
- Czech localisation update by Spid3rCZ.
- Japanese localisation update by Surumeika1987, Largo, [JP]AWPsan, 泥遊戯, Mononok Kori.
- Spanish localisation update by Miguel Haakon.
- Turkish localisation update by Narberal Gamma.
- Portuguese localisation update by AlexShuma.
- Russian localisation update by Hard.
- Ukrainian localisation update by vovanvoks.
- German localisation update by Ruby.
- Polish localisation update.
- Fix: Improved fonts used by Spanish localisation.

Simulation:
- It's now possible to make your boat harder to detect for the enemy asdic/hydrophone operators by moving close to another ship with working propellers or by moving inside a convoy with many ships nearby.
- Non-alarmed warships are now less effective at detecting u-boats using hydrophones and asdics.
- The damage inflicted on the u-boat by high water pressure at great depths (as indicated by the red section of the depth meter) was slightly reduced, to make it more viable to hide under the thermocline.
- Sight range in moonless nights was considerably reduced.
- Thermocline depth is now a bit more varied and is now often slightly higher than it used to be.

User interface:
- Added a short congratulatory message from the command on the screen that appears when a campaign objective is completed.
- Added icons to the tooltip of notification about survivors to help with distinguishing between different survivor types, such as a captain and chief engineer.
- Added a label to the shop window that indicates when the fuel tanks are full.
- Clicking with a right mouse button on the notification about less important incoming messages is now marking all of them as read.
- Added an information about speed and range of each torpedo type in their respective descriptions.
- Added a confirmation popup when an attempt is made to overwrite an existing game state.
- Changed icons for torpedoes with a revised Pi1 pistol to have them labeled as Pi1+ instead of having a star in the corner.
- User interface scale set in the settings is now applied also to the loading screen contents.
- Added notifications about completing certain optional objectives during assignments like sinking a certain tonnage during a patrol.
- There is now a lunar phase shown on the weather state icon that appears in the map view.
- Added a label with the ending date of the campaign objective on its details screen.
- Torpedo icons now have color-coded detonator types.
- Fix: The notification about background loading wasn't appearing in some situations where something important was being loaded.
- Fix: The notifications about new messages were often appearing again some time later after dismissing them with a right mouse button.
- Fix: If a character customisation option was highlighted and previewed on the character, and then player left the character screen entirely, the previously highlighted item would be worn by the character, even though it wasn't confirmed.
- Fix: Group contact markers from the map could remain visible in HQ scene.
- Fix: There was a redundant scroll visible, if cursor was moved over an item with a long description in the storage user interface and then moved over a blank slot.

Settings:
- Added a new gameplay setting that allows to specify, if time compression should be stopped after receiving a low priority message (for example, from another u-boat). The default behaviour is now not to stop the time compression in such cases.
- Added a new realism setting for disabling torpedo solution previews, as well as additional information that comes with it, like the estimated salvo hit angle.

Interactions:
- Fix: When neutral ship trading with an Allied port was inspected, the documents could clearly state that the ship is headed towards the Allied port (making it a valid target), but the story was ignoring that fact.

Crew:
- Fix: Blue light and leader's iron fist skill weren't decreasing noise made by an engineer loading or performing maintenance tasks on the torpedoes, while it was explicitly mentioned in the iron fist skill description that it has an effect on it.
- Fix: Crew was reporting flames on deck on enemy ship, even if the ship wasn't seen at the moment.

AI:
- Various improvements to NPC u-boats behaviour during wolfpack attacks.
- Fix: If player ordered a neutral vessel's crew to evacuate and then attacked that vessel, the alarm bells would activate on the ship, even though there was nobody left on the ship.

Audio:
- Reworked the sonar ping sounds on the u-boat's hull. They are more frequent, consistent and their volume depends on many factors.
- Fix: The ticking sound audible during the use of a chronometer was improved and is now looped correctly.
- Fix: Background music could become permanently muted after watching cutscene with orchestra, on return to port.

Missions:
- The mechanism that selects side missions during patrols was reworked in a way that should provide more variety and a break from repeating the same mission types frequently.

Ports:
- Fix: Cars no longer spawn on roads that don't connect with any other roads.

Graphics:
- New models for the civilian official suits.
- Civilians no longer stand near war maps in HQ and appear only near Enigma machines.
- Changed the texture of a newspaper that lies on one of the tables inside the u-boat.
- Fix: Moon light intensity wasn't affected by the current lunar phase.
- Fix: Lighting on conning towers other than Turm 0 was wrong inside the submarine pens. The affected conning towers had a blue tint on them like they would be out in the open rather than inside a building.
- Fix: Various shadow artifacts on the light casted by Flower-class spotlights.
- Fix: Corrected a typo on one of the electric engine labels.
- Fix: Some types of ships weren't having damage decals displayed on their hulls after being hit.
- Fix: Turm I and Turm II conning towers were having some artifacts on them in rainy weather.

Modding:
- Fix: Mods referring to assembly "com.unity.standardassets.Runtime" couldn't be compiled by the game.

General:
- Lifeboats with a crew evacuated from a ship are now numbered.
- U-boat upgrades now have a minimum installation time of 5 hours. None of the upgrades are installed instantly.
- Fix: Potassium absorbers were present in a warehouse in La Rochelle even before completing the associated HQ task that unlocks them.
- Fix: The warehouse icon inside submarine pens is now correctly centred on the warehouse worker.

Yours,
DWS

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Offline Asid

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Re: UBOAT submarine simulator UBOOT
« Reply #80 on: December 11, 2022, 05:29:42 PM »
Full release of UBOAT
Wed, November 30, 2022



Dear Skippers,

We are happy to let you know that UBOAT is going to leave the Early Access formula next year with the next major update. We are already working on this update for some time. We build it to be a quite large update that will improve some of the remaining weak spots of the game that we could identify, as well as complete the content.

We are also going to implement the remaining features from our previous roadmap into this update, aside from those that we already implemented in 2022.1.

Further along the way, we will be revealing what to expect from this Full Release update. Follow our announcements, if you are interested in an early peek.



On a side note, apart from the next major update, we are still going to release at least two smaller patches for 2022.1.

We would also like to take this opportunity to thank all the people who are with us and help us, you - players for your suggestions and support, the translators for their hard work, and our contributors and testers.

Yours,
DWS

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Offline Asid

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Re: UBOAT submarine simulator UBOOT
« Reply #81 on: January 26, 2023, 12:11:20 AM »
Update 2022.1: Patch 21
Wed, 25 January 2023




Dear skippers,

There is a new patch available for 2022.1. Changelog:


Localisation:
- Czech localisation update by Spid3rCZ.
- Russian localisation update by Hard.
- German localisation update by Ruby.

User interface:
- Fix (Regression of Patch 20): Issues with the user interface for selecting upgrades of electric and diesel engines.

General:
- Fix: Player was blamed for hitting friendly units, when they were hit by a torpedo launched by an NPC u-boat.

Yours,
DWS

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Re: UBOAT submarine simulator UBOOT
« Reply #82 on: October 13, 2023, 12:07:18 AM »
Full Release Dev Log #1: Voiceover, DLSS and other improvements
Fri, 9 June 2023



Dear skippers,

We are back to share with you what we are working on now and what is happening in the world of UBOAT.





New voiceover
We're excited to announce that UBOAT is receiving a major audio update that will take your submarine simulation experience to the next level! The new voices will add more to the realism and depth to the game, bringing the characters and their stories to life.

We've hired additional actors for each language (English and German). We've incorporated a wealth of new dialogue, reactions to situations, private conversations, sailors' reflections, and commands into the script. Generally, the crew will be much more talkative. We have improved the areas that received the most player complaints, bugs, and simplifications. For instance, the famous "Schneller! Schneller!" will no longer exist ;) We've added specific speed change commands for each gear. The conversation with the officer in the port will also undergo changes, offering more variants depending on the specific situation and the stage of the campaign the player is on. Cutscenes from Headquarters have also received a voiceover - an officer commenting on the situation at the front.

We hope that you'll like the new voices and that they will enhance your engagement and immersion in the game. For us, the game has gained a richer and more enjoyable atmosphere.

You can listen to the new voiceover in the attached video, although please note that this is still a work in progress. For instance, in the final version, there will be even more actors and the sailors will lower their voice to a whisper during a silent run.




Other content
The game is continuously evolving on the technical front. We regularly update the engine to the latest versions and incorporate advanced technologies, such as NVIDIA DLSS, to make UBOAT a modern game at the time of release.

We have made a significant number of improvements to the gameplay and interface. We have added references to historical material in the mission descriptions for those who are particularly interested in a specific event, or who want to verify whether it actually took place in history.

Furthermore, we have included an easily accessible manual for certain devices on the boat. We have refined the campaign and side missions to enhance their technical quality and interest level, with the additional dialogues mentioned earlier playing a significant role in this process.

We are constantly adding new ports to ensure you never again encounter the 'Coming Soon' sign or an isolated bunker instead of a port. You'll be surprised at how much these locations have transformed.




Full release
We are highly motivated to leave Early Access this year. Since the last patch, we have been working tirelessly on UBOAT. We actively listen to suggestions from players, read forums, and gather tips from people around us. We are constantly adding new content. Although we still have some ideas that we want to implement and a few areas for improvement, we can already see the finish line. We are looking forward to meet you there with the finished game.

Now, we invite you to watch a new video which may make the wait more enjoyable.

Daily Deal
Today, there is also going to be a Daily Deal for UBOAT on Steam. If you are new to our community, it's going to be a good moment to join in for a good price. Don't miss out!

Yours,
DWS


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Re: UBOAT submarine simulator UBOOT
« Reply #83 on: October 13, 2023, 12:13:38 AM »
Full Release Dev Log #2: New Playable U-boat Types, FSR 2.0
Thu, 12 October 2023



Steam Achievements, Polishing

Dear skippers,

We are back with another dev log. Without further ado, let's dive right in!

More U-boat Types
We are proud to announce that the final release update will bring one of the most anticipated features to UBOAT - taking command of other U-boat types, in addition to Type VIIC. At the release day, we plan to include the following U-boats in the game:

-    Type IIA
-    Type IID
-    Type VIIB
-    Type VIIC
-    Type VIIC/41

If you start the game in 1939, you will get a satisfying opportunity to progress through all these U-boats in a single playthrough, unlocking them one by one. Each next type is usually slightly larger and brings various improvements over a predecessor.



We worked the entire summer on this feature. We tell you about it just now, because we wanted to be sure first that we can pull it off. It was a great challenge, since we had to backtrack on a lot of earlier work. Most of the game code had to be adjusted, which also means, that most scripting mods will probably require considerable updates after this release. Sadly that's the cost of progress here.



After the full release, aside from the U-boat types mentioned above, we hope to work on Type IX and possibly also fully electric Type XXI. Type IX is large, while Type XXI is complex, so we plan to release them as separate DLCs. Aside from that, there will be of course free updates to the game, as always.

AMD FSR 2



We are happy to announce that AMD FSR 2 is also going to be an option in addition to NVIDIA DLSS, as you requested in the comments section to our previous dev log. For various reasons, it took more work to integrate it. We develop our own render pipeline for the game, while AMD FSR 2 is not natively built into Unity and we had to work this out by ourselves. It was well worth it though, in our testing it works very well in the case of UBOAT, on par with NVIDIA DLSS.

If you are not familiar with the term, AMD FSR means a AMD FidelityFX Super Resolution. It's a technology that serves two purposes:

-    It's an AI upscaling technology that dramatically improves the performance. It's especially the case in UBOAT, since it improves rendering performance. UBOAT was always optimized to avoid CPU bottlenecks and performance usually depends on rendering the effects that you choose to enable, like the water effects.
-   At the same time, it also fixes sharp edges and replaces classic anti-aliasing effects, making them no longer necessary.

You can read more about it on AMD's website https://www.amd.com/en/technologies/fidelityfx-super-resolution


Steam achievements
Next update will also bring Steam achievements to UBOAT. Your efforts, most impressive accomplishments will be rewarded in a pleasant way. Some of these achievements are going to be a great challenge to obtain, achievable only for the best skippers out there.




Polishing
There are also various minor improvements in the pipeline, and sometimes it's the minor things that matter the most. Many of these things are done upon direct requests posted on the game forum.

-    Helmsman now works in the control room for most of the time, rather than in the conning tower.
-    We overhauled the bow waves effect for the player's U-boat to make it more realistic.
-    There is now a dedicated silent running mode, separately from blue lighting. When it's toggled, officers won't maintain torpedoes and all devices that make noise will be automatically disabled by your crew.
-    Sailors no longer clean the boat during alarms or silent runs.
-    It's now possible to destroy propellers and rudders of enemy ships.




But wait, there is more!
We have much more to share and will soon. For example, there are simulation upgrades, mission changes, world enhancements and more, which we will share with you in the upcoming dev logs soon as these features get into their final shape.

We still don't know how much time it will take us to complete this update. For example, we are still finishing models for the interiors of new u-boats. We also gather feedback on the forum, so if you have something you always wanted added or changed, feel free to post. It's important to us, to make you satisfied with the upcoming release.

Yours,
DWS

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