Oh wow, guess this is getting auto-reposted! I posted it a while back to 0 upvotes...<p>Anyways, this project has been a blast to make especially with all the free and public domain resources that are out there on WW2 stuff.<p>A few fun examples that helped me:<p>- an original Torpedo Data Computer manual <a href="https://maritime.org/tech/tdc.php" rel="nofollow">https://maritime.org/tech/tdc.php</a><p>- an original recognition book of Japanese merchant ships <a href="https://www.ibiblio.org/hyperwar/NHC/NewPDFs/USN/ONI%20Recognition%20Manuals%20and%20other%20material/ONI%20208-J.Standard.Classes.Japanese.Merch.Ships.Sup3.pdf" rel="nofollow">https://www.ibiblio.org/hyperwar/NHC/NewPDFs/USN/ONI%20Recog...</a><p>- an original report of the Battle of Leyte Gulf including a patrol zone map of US submarines on page 166 <a href="https://apps.dtic.mil/sti/tr/pdf/ADA003030.pdf" rel="nofollow">https://apps.dtic.mil/sti/tr/pdf/ADA003030.pdf</a>
Very cool! I love the "dry" part of it: actual calculations of angles and speed estimations etc. Will keep an eye out for the launch!
I would like to try this, but would strongly prefer a demo on Steam that starts and runs fullscreen rather than playing it in the browser.<p>Can obviously fullscreen a browser tab etc - just that, playing it in the browser has a sense of impermanence that doesn’t mesh with needing to take a long time to learn and play it? I dunno, just feels like the wrong place for it
Definitely planning on getting a demo out. Which device are you on? I could add you as a beta tester if you're interested.<p>Edit: Also, you can add the page to your Home Screen on most browsers as a PWA app, and it's nearly like a full screen app.
Congrats on the launch. Looks interesting, though maybe a tad dry. Love the authenticity though. Have wish listed it and will keep an eye out.
I tried the tutorial, but got confused by when to start/stop time and it made everything become desynchronized from your tutorial instructions.<p>I then started the time again, when I shouldn't have and realized that I would have to do all the calculations all over.<p>You should either manage the time or give dynamic instructions.
Thanks - yeah this is a tricky problem since on the one hand I don't want to frustrate users not being able to pause/unpause but on the other hand I need to not let them unpause too soon and have the ship be in the wrong position.<p>Currently it should be blocking unpausing until step 7 or so... and it also should auto-pause once the ship reaches step 8(?). I did both of these things for the reason you're saying, but maybe I need to do it even more "locked down", at least for the Basic Tutorial.
For what it is worth, I ended up playing the tutorial mostly in real time, i.e. without pausing, because that felt more authentic. Under that constraint, I did have to play it three times to get proficient enough with the tools to succeed, but it was a lot of fun to figure it out under time pressure too.<p>Something that helped me a lot was exploring how the firing solution changed when I changed various parameters in the TDC. I don't know if there's a way to build that kind of exploration into the tutorial. Maybe by splitting it up into segments, asking the user to handle only one measurement at a time, and illustrating how the firing solution changes?<p>It is, however, annoying to start up the tutorial and click next-next-next-next to dismiss all the text when playing around with its scenario. Maybe a "dismiss tutorial text" button somewhere in the start of the tutorial?
I have a couple of first impressions trying the basic tutorial on my phone. I like the idea a lot, so I hope the criticism isn't taken as spoilsport negativity by others.<p>Immediately, the music is way over the top. I had to turn down the volume and hope I wasn't missing out on anything important. I do get that it tries to set a mood, but without some flavor text or other introduction it feels incongruous to what is being presented.<p>Then, I found that the instructions given are very tool-oriented instead of goal-oriented. If I understood <i>why</i> I'm doing what I'm being asked to do I'd be a lot more motivated to keep going. Instead I'm being given a tour of "what all the buttons do". Meanwhile, I can't really see any of the tooltips/labels that pop up because my fingers are in the way.<p>Without some more polish, this feels more like a "take your kids to work day" simulator than a submarine warfare simulator. It's a bit of a shame because I am a fan of the simulator genre.
For me, part of the fun is in figuring out the "why" behind the "what". I really enjoyed getting a rundown of which tools were available to me, and then I get to figure out on my own how best to use them.
The submarine don't look like a submarine.
very cool, i’m in
Is that comic sans or am I having a moment
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