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FlexiHub 3. Site Map. Welcome Privacy Testimonials. Contact Pricing Agency List. Twitter Facebook LinkedIn. Much more than with my self-posted press releases, including some big-name sites like Macworld. It's nice to be back here with a regular update again. Furthermore, the time to sum up a whole year has come. The last period was the same as usual a hard-working, it's probably our lifestyle already ; We tried to do as much as possible to get to the moment that we will only be refining the details.
Do not count your chickens before they hatch, but we think we have implemented all we planned. The last ones were shooting, implementing types of ammunition, more precise damage mechanisms and macro management. We tried to refine all elements as accurately as we were able to. We were watching other productions, collecting materials, reading them, watching them, trying to draw the right conclusions. Have we succeeded? You will judge.
Not everything is closed, it must wait for its time and constantly evolve together with our knowledge. In the new year we will mainly polish the game, add more ships, graphics, sounds, voices, texts, icons and other minor elements. Furthermore, we will be involved in the production of the campaign. That's real final part. They are far better than they used to be. You won't be able to damage targets in a close proximity to your ship. Broken hull. Torpedo impacts.
Hole in a hull. You can communicate with the headquarters by using onboard radio as long as you are in your currently built transmitters range. After establishing a communication you can assign jobs to your men out there. It's now the only way to start missions in the game as this explains well how you are free to choose missions for yourself.
This includes building new submarine pens, decrypting enemy codes, researching new technologies etc.
Headquarters scene. Admiralty chooses work for themselves independently from you and they push forward historical evolution of the world independently from your added impact which is configurable to satisfy pure simulationists too. This means that from now on it's no longer that easy for your enemies to dodge torpedoes, so even if they spot you or your torpedo it's often too late for them to do anything with this.
Not all our ships use updated physics, so on the video you can be sure to see it in action just on the u-boat. Also, it's very tweakable so if you don't like something about it, we will probably be able to fix this.
As a matter of fact we recorded hours of footage with different settings and made a voting in our team to choose a preset that looks most convincing in our opinion. In addition to messages, radio can now be used to communicate with your headquarters and to listen to radio stations from many cities around the world to boost morale recovery. Sometimes they may flood their engines, if they get too close to water when dropping bombs. It's intentional and not a bug as this was happening historically at times and we tried to model this in our game too.
N3-S-A1 freighter. Illustrious-class aircraft carrier. Improved living quarters. Having this in mind, it's probably our last big content update, but you will hear from us more as we will be sure to keep you updated. We don't feel confident enough to give you any reasonably accurate estimate how much time this remaining work is going to take, so for now we will still have to stick to the "" release date. We feel that it's good for all of us as with our relatively small team size, we can't reliably predict how much time this work is going to take.
Usually there is just one unreplaceable person for each task and if delays happen it's just how it is. PS many thanks for the feedback since the last update. If you feel that we should improve some area of the game feel free to speak openly in the comments section as we literally read all comments.
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We are aware of some things that need to be improved, but we lack the perspective and distance that only you can put into our further considerations. The day has come when we can share the news about our development again. We did not disappear, we worked as usual. UBOOT is an integrated part of our existence lately ;. The game is getting more and more full of shape. As usual, we changed some old things that seemed to be good before, but in time with our experience increasing they had to evolve into better form.
We have also added quite new things that we hope will appeal to you. We've expanded our upgrades list with 5 conning towers. These are shipped with extra AA guns at no charge.
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In our quest to let the player manually control as many devices on the boat as possible if he wants to , we've implemented manual hydrophone in UBOOT. It's a pretty realistic implementation that allows for adjusting the listening frequency and accounts for the variable sound frequency diffusion in the water. Along with the hydrophone, we had to upgrade the audio system in UBOOT to make distant sounds be more realistic and behave correctly under water. That adds extra immersion and it was necessary to make the hydrophone right. We have been working hard on our animations lately.
There are tens of new animations for the crew to make the boat more lively and convincing. We're still not done yet, but it's a major improvement. Some of them include:. So much aggression.. Somalia pirates DLC. It's a bug or feature.. I really don't know! WW2 subsim games are all about sneaking and hiding and our detection mechanics had to evolve appropriately. From now on there are 7 detection mechanisms: Most of them can be either direct or indirect.
Your crew may spot a smoke at the horizon or just hear some distant group on the hydrophone. What you know is that there is a group of something out there and depending on the detection method you may know, if these are ships or airplanes, estimate the size of the group, its position and even speed. In general there are many factors affecting the detection chance. Most factors can be quickly reviewed in a detection notification tooltip. Meters around the boat had been massively improved to be historically accurate, easily readable and to have a high resolution textures.
Friendly member of our community has kindly photographed for us U meters from up close, so we will probably improve them a bit further, if there is something wrong. We've started scripting these meters to make them indicate correct values. This process will probably be finished for our next update. Revolutions per minute. From now on you can spot living crew on other ships too. In case of danger they evacuate the ship on pontoons. To make the crew more lively and convincing we've implemented screen-space subsurface scattering into UBOOT. It's a technique that tries to simulate the realistic light propagation in human skin.
We did our best to keep the implementation fast and reasonable as many SSS techniques are widely known performance killers.
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If one would compare our newest video with any of the older ones, we're sure that the atmospheric effects improvement will be very apparent. Previously we've been using single ray scattering, but now we've implemented approximate multiple scattering.
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It improves the look of horizon, distant objects and fogs. Notice that parts of the image covered by fog become blurry. It's a work in progress actually as our animals have their models and animations in production, but you can hear them on the hydrophone. We've used actual recordings kindly supplied by NOAA to make our underwater environment sound convincing. It adds a lot to the immersion when you pick these little guys on the hydrophone too, not just the propellers.
Besides that, icebergs are now generated in areas with cold climate. They may hide your boat or your enemies from the view and provide tactical advantage. Our talented 3D artists are now working on a second batch of ship models. You can expect to see the results in the next update. This time some freighters are going to join the party as currently we're still having just the Liberty in the game. Previously only our attack periscope was manually useable.
From now on also observation periscope and targeting sight on the conning tower can be used by the player. Hulls of non playable ships are now composed of compartments too that are sealed by the crew when needed. Internally it's not a visual element, but math thing. It's resultant effect is that ships now don't just sink vertically, but as their center of mass changes from the flooding water they may also rotate in many different ways like it's commonly seen on WW2 sinking ship photos.
That also makes some parts of the ship more vulnerable than the others. We've also added other improvements to our damage system like secondary explosions from torpedoes stored on the deck etc. Diseases now spread among your crew, especially in cold regions. It's a good idea to take antibiotics on the northern trips. We always had an idea what we want, but still it's something new to the WW2 subsim genre and definitely requires taking one step at a time.. As many of you have pointed out, turning the wages of war seems like a great addition to the game and gives the player actual goals to pursue, but it's also pretty tricky when it comes to realism as you control just a single boat.
We did our best to make it convincing and let the player choose the degree of this impact, but it still felt like half-measures. We are currently working on a system of promoting your officers, including skippers, to the HQ. That's something that was happening in the history pretty often and that lets us expand player's reach. Only trained and experienced officers can take such path in their career.
When they go to HQ they are still your people and you can assign them projects to work on. It's like a tech tree - using their influences they may support researching new technologies for the Kriegsmarine or Luftwaffe, complete engineering projects like the Goliath transmitter and support undergoing military operations. We would love to hear some feedback about this as we are getting many great ideas from your comments.
Kind thank you upfront! We are not maniacal perfectionists and would really like to give that baby to the community as soon as possible, if for nothing else, just to earn something on our hard work. Our goal though is to make a good game that will stay around for years and we are still not at this point. Process to get there doesn't let us release a small game and expand it into a big thing - there aren't many cases like this in the gaming history.
There are still lots of missing assets like animations, voices, icons and there are missing gameplay features too. Some of them are pretty basic stuff like AA guns not working and having just the Liberty to hunt on, while other are pretty complex issues to resolve. There aren't any big risks for the production on the road, but we will have to test your patience. We are very thankful for your investment in our project and we keep doing what we believe is the best option to make UBOOT a successful project.
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We definitely won't make it in and will keep you updated with each update how our progress is shaping. We still don't declare any specific date for many good reasons, but you can be sure that the release is going to happen as soon as that will be possible. As you can see, we are working very hard to make that happen and present many exciting additions to the game with each update. Dear backers,. It's time for the next update!
As we've stated in the comments section, some things have forced us to skip one update. We apologize for that and will now report our work for the time that passed since March. There's much of it! With the arrival of conning tower, bow torpedo room and stern torpedo room models, interior of the u-boat is now officially finished! It's probably the most precise reproduction of VIIC interior to date yay! We've finally been able to put work into upgrades for the boat and we've made quite a few of them!
Fully working upgrades that recently made it into the game:. These upgrades are also distributed for other u-boats. There are also quite a few modules for Allies that include radars, direction finders etc. All of these technologies must be researched first to be available for the player or enemies. This part was really time consuming. It's a very hard task to render terrains at arbitrary zoom levels with a satisfying performance like Google Earth using only offline data.
We had a hard time with places like Gibraltar, Peninsula Spit, Helgoland and Scapa Flow as even the most precise global elevation data kindly shared by NOAA couldn't model them correctly. Finally we have improved our approach. We now use data shared by NOAA to model elevations and vectorized cartographic data to model shores. Aside from that, we've improved terrain quality dramatically, but we will probably keep improving it further.
Submariner life wasn't the easiest in World War II. Accumulators on u-boats were in a constant danger of being flooded, releasing chlorine gas in such event.