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View Full Version : Possibly a bug with the distance scale


Tinman764
06-19-17, 08:16 AM
I've been pulling my hair out trying to figure out why I keep getting detected so easily in all my missions and I think I've stumbled on something.

I've had the distance scale set to 1/1 since I started playing and I've been testing with the Duel single mission.

With distance scale set to 1/1 the enemy sub's active immediately starts at 18 and gives a return.

With the distance scale set to 1/2 (the default) the enemy subs active starts at -26

This would certainly explain why I've been pulling my hair out for the last few days!

max-peck
06-19-17, 03:12 PM
Thank you Tinman764

I have been having nightmares from this

I went from 'vaguely competent', to 'every mission is a deathwish', and I could not figure out why

Figured the patches were making the game harder

Seems I changed it from 1.2 to 1.1 at some point.

I have changed it back and am experiencing the same thing as you

Many thanks mate :up:

Stardog765
06-19-17, 03:56 PM
Well hopefully this can be fixed. Would hate to not be able to play at 1:1.

:(

max-peck
06-19-17, 05:32 PM
Well hopefully this can be fixed. Would hate to not be able to play at 1:1.

:(

Admittedly it could well be me being rubbish at the game :03:

tirta
06-20-17, 01:35 AM
good find!

this explains why I feel now my sub is getting easier to be detected, or the game became harder with all the latest patch,
even I always on 1/3 speed and Shift-s and on the other side of the layer when I get detected.

now I will try again with distance scale 1:2.
thanks Tinman764.

killerfish should make a detection probability setting in the game.
If I have done all the all the right thing: 1/3 speed and Shift-s and on the other side of the layer, I should not very easy to detect.
while now, very often, some plane or helo always drops torpedo right above me and I do not know what I am doing wrong.
after a few times like that, this game ceases to be fun.

Tinman764
06-20-17, 02:29 AM
I hope Killerfish fix the issue with the 1/1 distance scale. I'm enjoying the game but I think the engagements happen too quickly with the shorter distance scale.

marce
06-24-17, 12:22 PM
Has anyone tried if this is still an issue with 1.04?
I wouldn't mind driving all the way from the base SH style, so even 1:1 has barely long enough distances, really don't want to have to use 1:2 or worse :yep:

cookiemonste
06-24-17, 08:05 PM
I tried it, I got instantly engaged at 15 ky before I detected anything.
I switched to 1:2 and reloaded the mission, now I could creep up on them.

Nikita
06-25-17, 03:21 PM
In Campaign 68, v. 1.04, elite difficulty, I found a Foxtrot at about 4 Ky, me in a Sturgeon. I shot 3 or four torpedoes at soviet sub and he never found where I was (many of the time at different side of the layer, moderate in that case). I play at 1:1 distance scale.

tirta
07-04-17, 08:03 AM
Hi Guys,

Has someone tried the latest 1.05 patch?
Is this bug still exist?

Julhelm
07-04-17, 08:19 AM
Well we developed the game using 1:2 scale as a default standard, and the ability to change this setting was added as an afterthought. So it's some hardcoded thing there.

ClaudiuC
07-04-17, 12:36 PM
Well we developed the game using 1:2 scale as a default standard, and the ability to change this setting was added as an afterthought. So it's some hardcoded thing there.

So what is this scale actually mean? If I enter an engagement on 25k yards and I have the scale to 1:2 I assume this means the original 25k is cut in half right?

marce
07-08-17, 03:06 AM
Well we developed the game using 1:2 scale as a default standard, and the ability to change this setting was added as an afterthought. So it's some hardcoded thing there.

But you will, in some future patch, be able to fix this, right? Otherwise it might be better to remove the option to avoid confusion.

Julhelm
07-08-17, 04:21 AM
It's an issue with the spawning. It appears the spawning system ignores the scale to some extent.

Bilge_Rat
05-02-18, 08:59 AM
so just wanted to revisit this issue since spawning now seems to be working correctly in the campaign. From reading the manual and what I see in the game, where you spawn is heavily influenced by speed on the campaign map and of course, options. i.e., how far away you choose to spawn, in my case 25k yards/1:1 distance scale/realistic sensors.

On the campaign map, you can choose two travel speeds, transit/flank where your sub moves at 20 knots and patrol speed where your sub moves at 5 knots.

If you choose transit speed, you spawn close to the enemy, usually in the 5-15k yds range at 20 knots and 600 feet depth, assuming the ocean is deep enough of course. Obviously this puts you at a disadvantage since the chances that you will be immediately detected are increased and you have less opportunity to maneuver to a favorable attack position.

if you choose patrol speed or are stationary, you spawn at the correct distance, usually in the 20-25k yds range at 5 knots and 50 feet depth.

so this puts maneuvering on the campaign map at a premium so you spawn in a favorable position.