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Old 12-05-17, 12:37 AM   #46
EnjoyableSTIG
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Keep in mind this isn't a full simulator. It's an Action game with simulator elements making it have a solid "real feel" while being approachable.
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Old 01-05-18, 02:17 PM   #47
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Originally Posted by EnjoyableSTIG View Post
Keep in mind this isn't a full simulator. It's an Action game with simulator elements making it have a solid "real feel" while being approachable.
Honestly I was wanting a new Sub Command, basically. Realism is immersive and I love immersive.

Just - after so many years in Sub Command, I just can't get over how great it is to see these modern nukes in modern graphics.

DW had better models, but the textures were still bland, to the point that the graphics weren't a lot better than SC's, despite the much higher poly count.



But long reload times would still be approachable. Doesn't make the game more complex, just realistic. Possibly more difficult - but only maybe, since longer reloads should apply to enemy subs, too. But admittedly that doesn't help much if you're badly outnumbered...
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Old 01-05-18, 05:05 PM   #48
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Originally Posted by Eagle1_Division View Post
DW had better models, but the textures were still bland, to the point that the graphics weren't a lot better than SC's, despite the much higher poly count.
Dangerous Waters used the same models that where used within Sub Command and most of those where from Fleet Command.
The only real difference was the new stuff they added with each game.
The model encoder and converter is the same for all 3
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Old 01-29-18, 02:49 PM   #49
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When there is possibility, that enemy sub/ship wont hear your torpedoes being launched. It's good idea to set them to passive, and point them few KYD to the left or right from your sub. And then onto your targets. Also when ending mission while being on reverse, you'll start new encounter, shallow, running on reverse. Campaign map speed doesn't matter cheers
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Old 04-25-18, 06:21 AM   #50
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bullhorn Aaaarghhhhh

Right.....here is the beef.

Just completed the 150 day roaming patrol in the Red Storm Rising Mod. On completion of the patrol, I was tasked with a land strike.

I have now attempted this mission numerous times (and by numerous I mean I've lost count ) and I have sunk the escorts on each occasion. I have got my missiles away on occasions as well. However I keep getting zapped by depth bombs from the overhead Bears either on approach and escaping from my firing position. I have tried approaching along the coastline at slow speeds, I have hugged the bottom, I have attempted to approach from a variety of angles but it is always ending the same way. I will continue to attempt to beat them, but a little advice from the REAL experts on here would not go amiss at the moment.
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Old 04-25-18, 07:24 AM   #51
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As soon as you launch all of your missiles, you can end the mission (provided nothing is around to prevent you from doing that).
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Old 04-25-18, 11:30 AM   #52
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As soon as I take out an escort, I can hear the airborne assets looking for me. On completion of firing off my salvo, when I try to click on leave combat, I am told that there is aircraft nearby and that I need to clear the area, doesn't matter what I try to do to evade, they keep getting me eventually, primarily by depth bombs. I am currently psyching myself up for another attempt.
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Old 04-25-18, 11:40 AM   #53
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Quote:
Originally Posted by Morrissey View Post
As soon as I take out an escort, I can hear the airborne assets looking for me. On completion of firing off my salvo, when I try to click on leave combat, I am told that there is aircraft nearby and that I need to clear the area, doesn't matter what I try to do to evade, they keep getting me eventually, primarily by depth bombs. I am currently psyching myself up for another attempt.
"Provided nothing is around" is the key hint here. Go far away and then launch your missiles
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Old 04-25-18, 12:04 PM   #54
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Old 09-30-20, 04:45 AM   #55
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Originally Posted by L16Electech View Post
I purchased the game as soon as I saw some of the "lets Play ______" videos on YouTube.

As a former Submariner during the 1980's it really piqued my interest, particularly since one of the videos featured my Qual Boat.

I like the game, with reservations:

The stats for the 688 class are simply wrong. The test-depth is incorrect, as is the periscope-depth. Even on elite seting the reload times are ridiculously short. There's no built-in lag for having to back-haul and store empty TLAM/TASM cannisters, which we had to do IRL.

I could go on.

Still, better than anything that went before it and there appears to be an active and vibrant modder-community, so I'll wait for developments and continue honing (or, perhaps, re-honing) my ship-handling skills......
Perhaps you could mention (within non-disclosure limits) those corrected values? That would be immensly helpful. Thanks.

If you can not disclose these, for whatever reason. You could changes those in your local settings. Enjoy!
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Old 11-18-21, 07:11 PM   #56
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One thing I've tried against enemy boats is closing to "snap fire" a decoy and a Mark 48 diverging away from each other between 15 to 20 degrees then dropping 200 feet if possible. I've fared pretty good with the enemy going after the decoy while I bring the torpedo in for a close activation homing strike. I then spiral dive 400 feet, pop off a sound decoy and 180 out away from the combat action into silent running.
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Old 12-20-21, 07:58 PM   #57
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Originally Posted by dannavy85 View Post
One thing I've tried against enemy boats is closing to "snap fire" a decoy and a Mark 48 diverging away from each other between 15 to 20 degrees then dropping 200 feet if possible. I've fared pretty good with the enemy going after the decoy while I bring the torpedo in for a close activation homing strike. I then spiral dive 400 feet, pop off a sound decoy and 180 out away from the combat action into silent running.
How close do you get before launching the decoy and the torp? And, forgive my newbie knowledge of modern sub warfare, is launching a decoy along with the torpedo standard practice?
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Old 06-16-22, 02:02 PM   #58
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Quote:
Originally Posted by Onkel Neal View Post
Signature numbers explained
Excellent!!!.
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Old 07-04-22, 10:36 AM   #59
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