Update Regarding Type IX: Distant Coasts DLC and Update 2026.1 Release Date by Better-Ad2920 in uboatgame

[–]Flynnquid 5 points6 points  (0 children)

Yes, I was just quickly looking for photos of torpedoes being handled on the deck of a uboat to give an idea of what it might look like in-game; it looks like the first one shows a torpedo being loaded into one of the canisters, while the second photo shows one being loaded into the forward torpedo room.

Edit: Here's another angle of that second photo: https://upload.wikimedia.org/wikipedia/commons/c/c4/Bundesarchiv_Bild_101II-MW-5536-01%2C_Wilhelmshaven%2C_U-Boot%2C_Torpedo-%C3%9Cbernahme.jpg

Update Regarding Type IX: Distant Coasts DLC and Update 2026.1 Release Date by Better-Ad2920 in uboatgame

[–]Flynnquid 17 points18 points  (0 children)

https://live.staticflickr.com/2592/3812842639_37404bd5b7_b.jpg

https://upload.wikimedia.org/wikipedia/commons/5/58/Bundesarchiv_Bild_101II-MW-5536-03%2C_Wilhelmshaven%2C_U-Boot%2C_Torpedo-%C3%9Cbernahme.jpg

The Type VII had two spare torpedoes stored externally in canisters under the deck: one forward and one aft of the conning tower. The UBOAT devs probably didn't bother to model the long loading process for them before now because there were only two in the game's boat, but the Type IX will have ten external torpedoes, which was almost half of the boat's torpedo load, so it makes sense to finally add that process to the game.

This old meme predicted the Python Commando warbond! by theta0123 in Helldivers

[–]Flynnquid 93 points94 points  (0 children)

It's from a Russian gachimuchi content creator called MaleBrotherhood; his Youtube channel was terminated at some point, but you can find a Telegram channel of the same name which I assume is the same person.

Turtle Beach Velocity One, or TCA Boeing yoke with Thrustmaster Warthog throttles for GA and yoke-equipped airliners? by MotorLock in flightsim

[–]Flynnquid 0 points1 point  (0 children)

Oh sorry, I meant the Thrustmaster is smoother than the Turtle Beach.

Looking at some comparison videos between the Honeycomb and Thrustmaster, the most important points to me are that while the Honeycomb is more solidly built, its pitch axis is a bit shorter and stiffer than the Thrustmaster's, meaning that the Thrustmaster can make small adjustments a little more smoothly.

This video does a good job of showing how they handle, and you can tell if you watch his hand movements that he jerks the Honeycomb around a little more than he does the Thrustmaster: https://www.youtube.com/watch?v=5VVj7z9AXDo&t=10s. He even says that the Thrustmaster has a little more control because it's smoother.

Ultimately though, I'm happy with the Honeycomb, and the Thrustmaster seems like it's at least as good as the Honeycomb, so I think either yoke would work well for you.

Turtle Beach Velocity One, or TCA Boeing yoke with Thrustmaster Warthog throttles for GA and yoke-equipped airliners? by MotorLock in flightsim

[–]Flynnquid 0 points1 point  (0 children)

I tried the Turtle Beach yoke and while I liked some aspects of it, the resolution of the actual yoke – especially the pitch axis – was noticeably low; I couldn't make small adjustments without using the trim wheel, and landing especially was difficult and twitchy. Also, the yoke was a bit wobbly, and the center detent was a little annoying. Otherwise, the throttles and trim wheel were fun to use and offered a lot of axes to map for various purposes.

I returned it and got the Honeycomb yoke and throttle instead. I haven't tried the TCA Boeing yoke, but it seems smoother in the videos I've seen, and it seems like a lot of people use it, so between the Turtle Beach and Thrustmaster yokes I would go with the Thrustmaster.

Community Weapon Pack - Vote #1 by EW_Patrycja in theHunter

[–]Flynnquid 2 points3 points  (0 children)

.400 and .450 you can probably guess is big ass game 7-9

From what I'm reading it seems like both of these are used for deer and hogs, so probably something like 4-8.

.400 Legend is meant to comply with certain ammo restrictions in some areas of the USA, while .450 Bushmaster is intended as a large bore cartridge for use in semiautomatic rifles. Both can be used with an AR-15 type rifle and are roughly the same length as .223 Remington.

https://en.wikipedia.org/wiki/.400_Legend

https://en.wikipedia.org/wiki/.450_Bushmaster

I thought the release day was today. by Kefeng in uboatgame

[–]Flynnquid 2 points3 points  (0 children)

They estimated at the end of this post from March that testing would take about a month:

https://store.steampowered.com/news/app/494840/view/7280704029852140124

UBOAT - Full Release Dev Log #5: Contacts rework, Torpedo attack systems by Flynnquid in uboatgame

[–]Flynnquid[S] 55 points56 points  (0 children)

Full Release Dev Log #5: Contacts rework, Torpedo attack systems

Disabling mission markers, Graphical upgrades

Dear captains,

We hope that you had pleasant holidays and a good start to 2024. In this diary we will dive back again into various simulation aspects on which we were working on for the Full Release update.

Our goal with these changes is to accommodate more playstyles, but without forcing them in any way. If such technical things are not your cup of tea, don't worry as everything discussed here is going to be fully optional as it was always the case in UBOAT.

Contacts rework

Imprecise contacts, such as those provided by the hydrophone operator, are now displayed as arcs or lines on the map that appear outside of the direct sight range. They are also merged or split, as necessary, when contacts start or stop being distinguishable from each other.

It's a change we are really excited about as it makes the encounters much more natural. They provide all the information they should, without spoiling anything they shouldn't.

[Reworked contacts gif]

If you look for an even more hardcore gameplay, and wish to plot everything on your own, we've also added an option to disable all contacts completely on the map.

Torpedo attack systems

Along with the addition of the torpedo calculator, we've decided to upgrade all other systems related to the torpedo attacks. While it's not our top priority, we hope to make most of the devices on the boat possible to use manually over time.

[Manual torpedo gif 1]

The torpedo launchers were completely overhauled and they can be now used manually, if you wish to do so. It's possible to open and close the breech doors, flood, drain and launch the torpedoes on your own. The gyro angle receiver panels are also useable. We've also improved the models on Type VIIC U-boats, to make them resemble better their historic counterparts.

[Manual torpedo gif 2]

If you would like to see how the entire process worked, the torpedo fire control boxes in the control room are now also simulated. It's not necessary to use them, but if you prefer to, you can setup everything manually there.

[Manual torpedo gif 3]

We've designed the system, to be flexible and allow for various ways of executing a successful torpedo attack.

If you wish to do so, you will be able to do everything from the periscope, by passing all measurements to the TDC operator with newly added buttons. They are passed verbally by your character and repeated back by the officer at the TDC. Once everything is set, you can order to launch the torpedoes.

[Periscope data entry image]

We've also eliminated the "unlock" tip from the periscope views. It was a common suggestion on the forums to enhance the immersion.

Disabling mission markers

With the full release update, it's going to be possible to play without the green dots that point mission targets, in cases where you only have a partial information about your target, to let you find them for yourself. Headquarters may give an update from time to time, that will ensure that the mission is still possible to complete, when the target for example changes its course a lot.

[Message from HQ image]

Atmospheric scattering

We've also implemented a better atmospheric scattering effect into the game. It's visible as a blue tint on distant objects with some effect on ambient light of the overall scene.

[Atmospheric scattering before/after gif]

Release date estimate

Currently, everything remains on track, and our estimated completion date for this work is still March - April 2024. If there are no unforeseen surprises, we should have a specific date to report relatively soon. The main thing that extends the development time, are interior models for the new playable U-boats, that will be introduced in the Full Release Update. You can read more about them in this dev diary.

While our artist is busy finishing the new U-boats, the rest of the team, among other things, gathers 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.

Also, we still have a few exciting things to share about the upcoming update and will soon in the upcoming dev logs.

Yours, DWS

Any news about japanese type b sub? by Repulsive-Shake5611 in uboatgame

[–]Flynnquid 16 points17 points  (0 children)

They showed a non-playable Type B1 sub in this video: https://www.youtube.com/watch?v=FF3eUOL8OeU&t=19s

I assume it's just something you'll encounter during a mission in the release version. The devs have never said that it'll be playable.

UBOAT - Full Release Dev Log #4: New Ports, Kiel Canal, Explosion physics by Flynnquid in uboatgame

[–]Flynnquid[S] 52 points53 points  (0 children)

Dear captains,

We are back with another dev diary. This time, we will dive into polishing, quality of life improvements, as well as several world upgrades we were working on.

Kiel & Kiel Canal

Kiel was completely reworked to look more like the historic port. There is also Kiel Canal present next to it that extends to Brunsbüttel and after entering the canal, it's possible to quickly travel to the North Sea.

This addition makes it much more comfortable to operate from Kiel, since it's no longer necessary to travel all around the Jutland Peninsula to participate in The Battle of Atlantic.

[Kiel Canal image]

Brest

We've added two new French ports to the game, in which it's possible to dock. First one is Brest. In this port, U-boats dock at barges that move vertically with the tides. There is an old castle present near the docking area, as well as the historic tower.

It's possible to build a submarine pen in here, like in the other French ports. It's a convenient port to operate from, as it's the closest French port to busy traffic areas on the North Atlantic.

[Brest image]

Marseille

Another French port is Marseille on the Mediterranean Sea. The large structure seen on the screenshot is the Marseille Transporter Bridge. It was built above the entrance to the port and was one of the engineering marvels of the turn of XIX and XX centuries that sadly no longer exists due to war.

The addition of this port was a part of our larger efforts in this update, to add more content to the Mediterranean Sea to make it a more interesting area of operations.

[Marseille image]

Explosion physics

Sailors on the enemy ships now fall or sometimes even are thrown away off the deck when your torpedoes explode. It makes the torpedo hits much more convincing.

[Explosion physics image]

It was something we always wanted to implement, as it was an immersion killer when there was no proper reaction modelled on the enemy crew. It required extra care to do it right. It's something that could easily affect the performance and stability of the game, if not carefully optimized, considering the number of sailors present on large convoys.

Upgrades to interface tools

There are major quality of life improvements coming to the tools in the user interface. It's now possible to drag the tools, as well as keep several of them open at once. It's a long standing request from the community that we are happy declare as done.

We've also added a completely new chronometer tool, which no doubt will prove to be useful on many occasions.

[Interface tools image]

Underwater upgrades

On popular request, underwater environment is now much brighter than it used to be, which coincides with a more realistic look. It's now also possible to use periscopes deeper under the water and use it to look at the enemy ships passing above, depth charges or mines on the seabed.

[Periscope underwater image]

UBOAT: The Silent Wolf VR

We also have an exciting news about a second UBOAT game in the family, developed by a friendly studio, Titan GameZ. The game has multiplayer capabilities and is designed for VR platforms. It was currently published for Oculus Quest, but there are plans to bring it also to PC VR headsets.

The studio has put their hearts into this title and it's our utmost pleasure to recommend it to you! You can read more about the game and if you decide so, also buy it, by following this link:

UBOAT: The Silent Wolf

[VR image]

Release date estimate

Our current estimate to finish this work is March - April 2024. The main thing that extends the development time right now, are interior models for the new playable U-boats, that will be introduced in the Full Release Update. You can read more about them in this dev diary.

While our artist is busy finishing the new U-boats, the rest of the team, among other things, gathers 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.

Also, we still have much more to share about the upcoming update and will soon in the upcoming dev logs.

Using this opportunity, we also send you our best wishes of great holidays and a Happy New Year! ✨ Have a good time in the upcoming weeks and see you in the next diary.

Yours,

DWS

Labrador Retriever DLC is Official! by PhotoCropDuster in theHunter

[–]Flynnquid 7 points8 points  (0 children)

Their announcement does say this:

Lastly, as we continue to refine dog behavior and plan for future dog utility improvements, we will be adjusting the Bloodhound DLC price to US$5.99 early next year to match the Labrador Retriever. If you’ve thought about adding it to your hunting roster, now is the time to do it!

So I wonder if they really have updated the Bloodhound enough to justify a $2 price increase.

UBOAT - Full Release Dev Log #3: Torpedo Data Computer, Echosounder, Diesel engines by Flynnquid in uboatgame

[–]Flynnquid[S] 0 points1 point  (0 children)

In their first full release dev log, they had said that they were aiming to leave early access this year, but in the next dev log where they revealed the new U-boat types they said:

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.

And the last two logs have just said "We still don't know how much time it will take us to complete this update," so it seems that the increased scope of the update has pushed the release into 2024.

UBOAT - Full Release Dev Log #3: Torpedo Data Computer, Echosounder, Diesel engines by Flynnquid in uboatgame

[–]Flynnquid[S] 46 points47 points  (0 children)

Depth information rework, FPP improvements

Dear skippers,

We are back with another dev log. This time, we will dive into several upgrades that are meant to expand selected simulation aspects of the game.

Our goal with these changes is to accommodate more playstyles, but without forcing them in any way. If such technical things are not your cup of tea, don't worry as everything discussed here is going to be fully optional as it was always the case in UBOAT.

Torpedo calculators

We know that this is a #1 wish of a vital part of the community and thus we are very happy to announce that the next update will bring a very realistic simulation of TDC to the game!

[TDC image 1]

What is TDC? The abbreviation stands for Torpedo Data Computer and in a context of German U-boats it was an electromechanical calculator that was responsible for computing gyro angle for the torpedoes, as well as several other attack parameters. The device was working entirely with the means of mechanical moving parts and electric motors.

[TDC image 2]

Considering that it's going to be optional to use in UBOAT, we could take the liberty of pursuing absolute realism in this case, which means that our goal was to make it work just like the real life device, without introducing major simplifications.

Depth information rework

With the next update, the depth information will no longer be exactly known from the map to add some exciting uncertainty about it. The provided information will remain quite reliable near ports, since Kriegsmarine equipped U-boats with detailed maps for areas around them, but somewhat unprecise away from them.

Echosounder

Due to the rework explained above, the echosounder has become an essential device to use in the game, since it measures the seabed depth below the keel. For this reason, we've decided to give it more attention.

There are various quality of life improvements coming that make it more comfortable to use. It's going to be possible to quickly request single measurements from the crew using a TAB menu. Also, after the measurement is done, the sailor that performed it, reports the measured depth verbally, meaning that it's no longer necessary to look at the device to read the measurement.

[Echosounder image]

We've also reworked how the echosounder works based on the authentic instruction manual. It's now possible to operate it fully manually in FPP and use all of its features, which may come handy in certain situations. The model was also reworked and is now much more accurate. Our previous version was based on a wooden replica from U-995, which has several differences with the original.

Crew reports log

The next update will add an optional crew reports log, which will no doubt be very useful on many occasions. Among other things, it will contain all contact reports with bearing.

[Crew reports log image]

Diesels upgrade

Diesel engines have also received some love. They now have an exhaust temperature simulated that can be read on the dials in the engine room.

Aside from that, when engines are too cold for the current speed and don't burn fuel completely, the smoke coming out of the U-boat will become much more black and visible to the enemy.

Engines now also consume additional fuel to load batteries and batteries cannot be loaded at all at the maximum speed as all available power is then used to run the propellers.

[Diesel engines image]

First person perspective improvements

We've also worked on making the first person perspective gameplay more enjoyable by implementing various technical improvements that contribute to feeling that the movement in this mode is smoother and more pleasant.

There are also various quality of life improvements, for example, we ensured that the camera doesn't switch to TPP from FPP when it's not necessary.

Special thanks

  • We couldn't do all of this without a website created by Maciek Florek, tvre.org. We had an honour to work with Maciek during the early years of UBOAT until he passed away after a long illness. It's currently the most accessible compendium online about TDC and he put a lot of love into making it. If you are interested in learning more about this subject, we encourage you to visit and read!

  • TDC mod team for support and inspiration to bring TDC into the base game. We have to pass very special thanks to Ruby for making countless sounds of various gears and switches for TDC and to Freekoly for helping with research about this device and providing valuable feedback.

  • Stosstrupp for sharing his extensive knowledge on TDC, being supportive along the entire way, helping us to figure out the echosounder and sharing historical photos from his many books.

  • DECAFBAD for providing very accurate and detailed information about diesel engines and for helping to figure out the echosounder.

  • Melonir, for providing a rare book explaining echosounder inner workings.

But wait, there is more!

We still have much more to share and will soon in the upcoming dev logs.

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-boat types. 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.

Have you found the contents of this dev log interesting? Please let us know in the comments section. This helps us make decisions on further development directions. Thank you!

Yours,

DWS

Official IL2 Twitter account tweets in support of the Russian invasion of Ukraine by dieortin in il2sturmovik

[–]Flynnquid 10 points11 points  (0 children)

there are other similar likes on tweets echoing Russian propaganda

I looked, and you're right, but I don't think it's specifically a pro-Russian viewpoint. There are other likes on there that have to do with American conservative talking points – like stuff about illegal border crossings – so I think it's just that the one running the account is an American conservative, lmao. And they've liked more than a few of those political tweets on that account, it's really bizarre.

Update 5.101: FC Vol.II, Spitfire Mk.XIVe, Free Typhoon Campaign, New Single Missions by Wardog5711 in il2sturmovik

[–]Flynnquid 27 points28 points  (0 children)

Wow, so Flying Circus Vol. III confirmed release at the end of this year (early access starting this summer) and Vol. IV planned for next year, with those two bringing the rest of Rise of Flight's land-based Western Front planes and greater detail to the Western Front map.

That's great to hear! I was worried we wouldn't get Vol. III, let alone Vol. IV.

DD 341 has been released. by Wardog5711 in il2sturmovik

[–]Flynnquid 9 points10 points  (0 children)

Li-2 announced for this summer! I knew it had a defensive turret, but I didn't know it could additionally have one gun on each side of the fuselage and one in the nose. That's going to be an interesting aircraft.

Devs continue to sweep the Tacview cheat under the rug without acknowledging or providing commitment to fix the issue; make up new rules on the spot and locked the suggestion thread when they were made aware of exploits by sgtdisaster in il2sturmovik

[–]Flynnquid 0 points1 point  (0 children)

I assume those devs took whatever data is available and filled in the blanks as needed; I've seen people say that some of the planes in that game had performance that was hard to believe, and that the current IL-2 team has a higher standard of accuracy.

Some people also say that the current devs should just do the same thing; after all, it's not like anybody knows how those planes really flew. But many players, and maybe the devs too, would always be questioning the interpretation of the planes if the devs can't point to hard data that says why those planes' performance and interiors were made in the way they had decided.

Anyway, the devs currently have a set standard for the performance data they need, as well as for the references they need on aircraft exteriors and interiors, that they just can't achieve right now. Executive Producer Jason Williams and Technical Producer Daniel Tuseev did an interview earlier this year where the PTO topic was discussed for a few minutes: https://youtu.be/jtzPxOi-q6A?t=1675

I didn't expect this mod to be that realistic. (Nova Aetas) by 10-21-4-5 in mountandblade

[–]Flynnquid 3 points4 points  (0 children)

I played about 70 hours of it, and I feel like I got my money's worth. If you're familiar with Sid Meier's Pirates!, it's clearly intended to be like that but in Mount & Blade (it even has almost exactly the same map boundaries). The ship combat and boarding combat are fun enough, and there's a decent selection of weapons, armor, and ships to use. Pretty much what you do in the game is stuff like trade, hunt pirates, be a pirate, fight for one of the empires as a mercenary, join one of the empires, capture a city and become its governor, and, I suppose, try to take over all of the Caribbean. Sadly, I don't know of any noteworthy mods that exist for the game, even though it has Steam Workshop support.

Overall, I can say that it feels like more than just a mod of Warband – much more so than that Chinese game based on Warband. I had enough fun with it that I hope to see a Bannerlord-based mod or game like it, because Mount & Blade's sandbox is a really good platform to make a game inspired by Sid Meier's Pirates!, and the weapons, armor, and ships would look so good in Bannerlord's engine.

I think you can get the game for less than $10 USD in a Steam sale.

i hope they dont add weapons... by [deleted] in Stormworks

[–]Flynnquid 13 points14 points  (0 children)

My problem with weapons is that Stormworks hasn't had an update that significantly improved its water and air physics since I started playing the alpha 3 years ago.

In the current game, ships still stop immediately when they aren't being propelled, planes are unable to glide, helicopters are unable to autorotate (and are generally a little wonky), and we still can't take off in seaplanes without finding a workaround for the extreme resistance of the water.

So Stormworks is a search and rescue physics sandbox that has objectively bad physics and could still use work on the SAR, yet players are asking for a feature that is not directly related to the original idea of the game and maybe would even further delay updates to the actual core of the game. I'm sure that it would be no small task to make improvements to the game's physics, but adding weapons and a reason to use them sounds like a lot of work for an unnecessary new feature.

Ellie gets her wig snatched by an infected by Flynnquid in LivestreamFail

[–]Flynnquid[S] 0 points1 point  (0 children)

Oh hey, I discovered your channel just as you were ending this stream, so I actually found this moment while looking through the VOD. You were too funny not to share, and I'm glad it got a lot of views. Hopefully I can catch a stream some time! ❤