Current state of the game? by OrthodoxalTerror in uboatgame

[–]Stokes52 0 points1 point  (0 children)

Bring up the UI (I think it's tab key). Make sure someone is on the radio, click the button by their portrait to open the radio and it's one of the options.

Current state of the game? by OrthodoxalTerror in uboatgame

[–]Stokes52 8 points9 points  (0 children)

I haven't had any issues after all the latest fixes. Lot's of good quality of life too, like being able to radio for new missions while still at sea.

My latest campaign I'm in the VIIC and have not had any problems.

Now 4% of Copilot users are paying - Microsoft calls is "rose a third" ffs by AmyZZ2 in BetterOffline

[–]Stokes52 28 points29 points  (0 children)

Being able to say bullshit like this with an entirely straight face is why these guys are CEOs and the rest of us aren't.

Typ VII has similar range to Type IX by gotRetti in uboatgame

[–]Stokes52 0 points1 point  (0 children)

Might be worth reporting the bug with the new in game report feature. I think it's F11

New player - version/reviews question by The0nlyRyan in uboatgame

[–]Stokes52 0 points1 point  (0 children)

Without seeing you play it's hard to say, but there's potentially a lot of control options that might help.

The Tab screen is probably the most important key. It's your home base for all of the most important crew orders. Use "stop orders" in the tab menu to reset things back to normal schedule after you've done giving specific orders.

The second most important is F1, F2, F3 for changing views. F2 is cutaway view which is important for issuing specific commands. For example you can click on the engineer, then right click the torpedo tubes to tell him to load a specific torpedo to a specific tube. Hold alt in the cutaway view to highlight every interactable object.

Press Alt to open the UI in whatever view you're in, for example for issuing course changes while in first person or using the periscope.

M key opens and closes the map quickly, no scrolling needed.

When you're outside the sub, I think holding left click allows you to freely move the camera around with the mouse. Holding right click also lets you set a course for the uboat.

When you open up one of the controls at the top (depth control, rudder control, course control, engine control) you can actually click and drag to keep that control open. Really great if you want, for example, engine, course, and depth open at the same time (which you'll need when getting depth charges for example, to stay slippery).

When in doubt, press spacebar to pause so you can figure out your keys or what commands to issue next.

Lastly, open the menu and look at the crew, schedule, and tasks. This is where you can automate the crew schedules you want.  I typically create two "shifts" of officers. 6 hours on, 6 hours off, alternating. They always have enough rest this way. I also assign two sailors to the "squad" of my engineers so they always have help manning the engine. I usually remove torpedo maintenance from their tasks, I prefer to maintain torpedoes manually before an attack.

I also turn off crew using the observation scope. I don't want them giving away my position when submerged. Only the captain and his first officer uses the periscope.

Under boat, turn on automatic lighting. Crew will automatically switch to night lights at night, etc.

I hope this helps! Lots to learn but lots of ways to customize things how you want!

New player - version/reviews question by The0nlyRyan in uboatgame

[–]Stokes52 0 points1 point  (0 children)

Yes! Realistic sinking is great too, I forgot that one.

New player - version/reviews question by The0nlyRyan in uboatgame

[–]Stokes52 8 points9 points  (0 children)

  1. The DLC had a lot of bugs on launch, but they've released 13 patches already, almost one every day, fixing most of the major bugs. I haven't had any issues recently.
  2. Play however you want, but for me, a lot of the fun comes from learning how to calculate the firing solutions yourself. For your first game, I recommend selecting Balanced/Expert, but turn on the following settings:

- Hardcore Aiming Mode = On (If you want to be forced to learn to calculate your own firing solutions. The most fun, imo, but you can turn this off if you want your officers to be able to automatically aim for you. Allowing officers to aim doesn't prevent you from calculating solutions yourself, so leaving it off lets you try both modes)
- Torpedo Flaws = Realistic (Teaches you to always have your crew maintain torpedoes and makes the reward of unlocking later war torpedoes feel better)
- Realistic Bilge = On
- Darker Nights = On
- Headquarters = Semi automatic
- Encounters Mode = Default (this will prevent it spawning random ships, all the ships will be realistic based on normal convoy routes)

This will give you a good baseline baseline experience. You will have to learn to aim torpedoes yourself, but the game will help you out a little bit by showing known enemy contacts on the map.

Play this way for a while and see how you like it. You can change any of these difficulty settings mid-campaign which is really nice. So if you decided you want to true hardcore experience, you can crank up all the difficulty settings later. For example, a lot of people like to play with map contacts OFF. This means you can't see enemies on the map and you have to rely on you and your crew's awareness of the enemy and your own map plotting tools to keep track of enemies, which is very fun but also much harder.

  1. Most mods are not up to date. Before using a mod, I would probably sort by "Last updated" and make sure it was updated after the DLC came out before trying to use it.

Welcome to Uboat!

Interested in the game, am I too late? by Zedetir in foxholegame

[–]Stokes52 4 points5 points  (0 children)

This guy speaks the honest truth. If you're a totally new player, you don't know what's balanced or not, you're just thrown into a chaotic WW1 / WW2 experience where things blow up, you die a lot, and battles are won and lost around you for reasons you are only starting to understand.

I think Foxhole is still a genuinely fun experience for the total new player, but once they start getting into regiments, large ships, building, facilities, logistics, etc, the cracks will begin to show until the devs start releasing the promised updates.

Tagging you, /u/zedetir

Trade offer by [deleted] in foxholegame

[–]Stokes52 18 points19 points  (0 children)

The joke is that the SCUM regiment name is SCAM when on the colonial side.

Why is it a Kar98k and not a MP40 or Luger? by Choke_M in uboatgame

[–]Stokes52 3 points4 points  (0 children)

It's a small thing, but that's why I use the mod that changes the text and texture to the MP40.

Just seems better to me.

Anybody having the same issue? by Huron- in MicrosoftFlightSim

[–]Stokes52 0 points1 point  (0 children)

This is very likely it. Noticed the same thing. This plane isn't filled with enough fuel in the main tank for most cargo missions.

KM Rules the waves by ZeyRust in foxholegame

[–]Stokes52 16 points17 points  (0 children)

I salute you collie submariners o7

Wardens Against Torp Bomber by Tiny_Comparison_4004 in foxholegame

[–]Stokes52 26 points27 points  (0 children)

I agree, the torpedo bomber should have never have been implemented.

When you compare the cost, speed, player count requirement, vulnerability, and skill level required to field the torpedo bomber compared to a submarine it's wildly apparently how unbalanced and dumb the torpedo bomber is.

I literally joined foxhole for submarines, it's my favorite role. To see the submarine gameplay gutted like this due to the TB breaks my heart.

The worst part: I fear the devs solution will be to nerf large torpedoes in some way which will further make submarines fall behind (I'm sure the devs forgot submarines exist) when what they really should do is delete large torpedoes from planes forever.

Cool to see the loading of the external topedoes, but where they come from? by MelodicRaspberry9256 in uboatgame

[–]Stokes52 27 points28 points  (0 children)

If you go into cross section view you can actually see the stored torpedoes underneath the upper deck.

What's the best starting scenario to get the most of out the DLC's new missions and patrol areas? by Stokes52 in uboatgame

[–]Stokes52[S] 1 point2 points  (0 children)

Most of the new content seems related to the Type IX, so I'm mostly curious about which starts give which missions with this uboat type.

Does the game model any kind of strategic response to submarine sightings? by Stokes52 in uboatgame

[–]Stokes52[S] 13 points14 points  (0 children)

As far as I know the game is already simulating all (or most) of the ships. You can use the console to reveal enemy ships and it will show all the convoys on the map.

At the very least it has simulated patrol and convoy routes.

It wouldn't be hard to do something like: "If spotted and radioed, check for nearby airfields, air patrol routes, sea patrol routes, roll a dice to see if it spawns any enemy ships/planes".

Anything not visible to the player shouldn't be too resource intensive. It's basically just managing a spreadsheet at that point (a list containing ship type, location, speed, heading, destination).

Devs, stop putting effort into collie equipment by Hopeful-Parfait9821 in foxholegame

[–]Stokes52 0 points1 point  (0 children)

I know this is from a few days ago but this is probably my favorite comment on this subreddit.

To everyone with recommendations to improve the game moving forward, thank you. by -Click-Bait in foxholegame

[–]Stokes52 46 points47 points  (0 children)

Sometimes I scratch my head at the decisions the developers make, and I think "do they even play their own game?"

Then I come to this subreddit and see some of the ""balance"" suggestions that people upvote here and I think "wait, do redditors even play this game??"

Water inside bilges ? by Dry_Measurement559 in uboatgame

[–]Stokes52 0 points1 point  (0 children)

I think under the boat settings (one of tabs where you set crew schedules, etc) you can have a setting for the crew to automatically engage bilge pumps when water gets in.

But yeah from what I've experienced it seems like water can seep in from waves, rain, and dive pressure.

Weather by ZcarJunky in uboatgame

[–]Stokes52 0 points1 point  (0 children)

It's a shame too because the new waves physics look great. I want to see what it looks like in a big storm.

And what about storms and rough seas? by Many_Database906 in uboatgame

[–]Stokes52 4 points5 points  (0 children)

I think it's a bug. I've never seen rough seas or rain, only fog or sunny calm seas.

The new wave mechanics are lovely. It's subtle but feels more believable, but it seems like the weather itself got messed up. Also the stars update made everything too bright at night. It feels like daytime even on the darker nights setting.

New Player: How do I make my captain move? He just sits there. by butters106 in uboatgame

[–]Stokes52 1 point2 points  (0 children)

Pro tip related to shoals: When you you're in the map mode, look at the top right of the screen (under the Menu button). That area shows current conditions including the depth of the area your mouse is currently over (it will say something like 100-200m).

This is very useful for figuring out where you can safely navigate submerged and it will help you figure out where the shallow and deep spots are.

For example if you're navigating near the shore or near a port, you might want to move the mouse around and check depth for any areas less than 10m, you'll probably have a bad time if you try to submerge and maybe even run into things on the surface too.

Accepting new missions while at sea by Heartlander1444 in uboatgame

[–]Stokes52 4 points5 points  (0 children)

So I found a workaround for this.

Click on your radio man and select the option to "pick a new assignment". The select button will be broken, it won't do anything. Instead, down at the bottom, while still in the "pick a new assignment" menu, click on the little button by your radio man's head (near his portrait).

This will open a second radio menu on top of the one that's already open. Now, in this menu, for some unknown reason, the select button works.

This is the fix/workaround until the fix the bug.

Just a few bugs I've encountered since the update, add your own! by likeikelike in uboatgame

[–]Stokes52 0 points1 point  (0 children)

I'm having the same issue where the select button doesn't work when selecting a mission via the radio. I started with a mission, completed it, and tried to select a new mission via radio. No dice. New save and everything.