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Old 08-17-17, 09:18 AM   #1
PoorOldSpike
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Default How can I wake up my dozy crew?

Hi, I just bought DW on Steam, but despite clicking every "Autocrew" button in sight, my Perry crew still won't lift a finger to help themselves.
For example when sea-skimming missiles are coming in, the crew won't activate the radars and CIWS, and won't fire SAM's or turn the vessel to open its firing arcs. Sometimes they'll pop chaff/flares, but that's all they'll do.
So I have to do an arcade-type clickfest to do everything myself, including having to activate the radars and CIWS, having to individually assign targets to my SAMs, and having to turn the ship to open its CIWS firing arc, all in the few seconds before the skimmers arrive, a near-impossible task!
Do ownship crews always have to be nannied along like that in DW, or have I missed a setting somewhere to wake them up?
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Old 08-17-17, 12:53 PM   #2
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Read the manual thoroughly and/or re-read it. Or here I did it for you.
There are certain functions the Autocrew will not do even when turned on.

FFG AUTOCREW
Below is a recap of all FFG Autocrew functionality. Remember that your Autocrew is not 100% infallible. Some crewmen are better than others and in some cases you may be better at a task than he is. In some stations the Autocrew does everything for you. At other stations you still have tasks to perform even when the Autocrew is on. These are noted below.

FFG COUNTERMEASURES AUTOCREW
When ON the Countermeasure (CM) Autocrew launches Chaff and flares. The FFG’s Countermeasure Autocrew is set via the Autocrew slider in the upper left corner of the Bridge Station.
7-84 Section: 7 FFG Stations
Your Task: You can still launch CMs yourself and reload the tubes even when the Bridge Countermeasure Autocrew is on.

FFG ACOUSTIC AUTOCREW
When the Receiver Mode is set to SHIP and buoys are in the water, the FFG’s Acoustic Autocrew sets hot buoys to Directional mode and marks contacts. He can only mark contacts in Directional Mode. He cannot change the Receiver Mode. On the FFG, buoys can be set to Directional mode only in Display Windows (Grams) A - D.
Your Task: You must place buoys in the water so the Autocrew has something to process. Since the Acoustic stations defaults to AIR/SHIP Receiver Mode and the AIR mode occupies Grams A – D, the Autocrew cannot mark anything until you first set the Receiver Mode to SHIP. (Contacts can only be marked in Directional and Active mode.) Omni mode is used only for detecting and classifying contacts. (You must set DICASS buoys to Active mode yourself. See Training/Sonar School/Sonobuoys and FFG Stations/Acoustic Station for information on the display window requirements for setting buoys to Directional and Active modes.)

FFG EW AUTOCREW
The EW Autocrew marks contacts but does not classify. You are prevented from doing anything in the EW station when the EW Autocrew is on.
Your Task: You must turn EW Autocrew off to perform any tasks in the EW station. It is your task to classify contacts by identifying the probable contact from the list of classes known to carry the detected emitter. See FFG Stations/FFG EW Station for information on classifying contacts in EW.

FFG LOOKOUT
The FFG Lookout is always ON. You cannot turn OFF this feature. The lookout reports all visual contacts providing the relative bearing to the contact and an estimated range. If the contact is close enough he may also provide a fairly accurate classification. In S.C.S. – Dangerous Waters FFG lookout reports are sent to the TMA Station to facilitate merging with passive contacts. This helps clean up the 3D View on the Nav Map.

FFG TMA AUTOCREW
When ON the TMA Autocrew selects contacts for analysis, merges contacts, determines probable course, range and speed and enters a solution for the contact.
Your Task: You are prevented from making any inputs when the TMA Autocrew is ON. You can select the contact to view. You see updates appear only for the selected contact. If a contact is merged you see updates from both reporting sensors when the merged contact is selected.
Section: 7 FFG Stations 7-85

FFG TORPEDO CONTROL AUTOCREW
When ON the Torpedo Control Autocrew enters presets appropriate for the selected contact.
Your Task: Select the target to attack and the tube to be fired. For Manual shots you must set both the bearing and the gyro setting. All other presets are set by the Autocrew and cannot be changed. You may need to alter Ownship’s course to ensure a successful shot. You must also ready the tube, locking in the presets for the selected weapon, and fire it.

FFG TOWED ARRAY AUTOCREW
Towed Array Autocrew marks contacts, assigns ATF Trackers and resolves bearings in broadband; he also cycles through LOFAR data and classifies contacts in Single Beam. The FFG Towed array always detects Ownship because the array is dragged so far behind the ship. In order to conserve trackers and minimize unnecessary clutter Autocrew does not assign a tracker to the OS detection.
He will not mark or assign an ATF to the towed array’s detection of Ownship. When Towed Array Autocrew is ON, you can select a beam in LOFAR for him to examine in Single Beam mode but he may not classify it. He rotates through all contacts on his own schedule.
Your Task: When the Towed Array Autocrew is ON you need do nothing more at the Towed Array Station. However, since your Autocrew is not the speediest, you can mark contacts and assign ATF’s yourself. At a later time the Autocrew may reassign your ATFs to another contact if the array is detecting many contacts. Be aware that the Autocrew is not the best or the quickest at classification. The Profile Filter is always ON and disabled when Autocrew is ON. You can select any class in an available profile list and apply it yourself.
7-
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Old 08-17-17, 04:21 PM   #3
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No mate it's still not working for me, I made sure all 6 'Autocrew' boxes were ticked, but the autocrew only pop pretty red flares and won't fire SAMs or guns against incoming seaskimmers, so my Perry gets blown out of the water every time.(sniffle)
Can you categorically confirm that YOUR (and other players) autocrews are defending themselves properly by firing SAMs and CIWS, bless their little hearts?
Mine are not, so it could mean my download of the game is flawed, I bought it last week from Steam and the splash screen says version 104, Build 0378 which I presume is the latest version?
Or maybe I need a mod or two, recommendations anybody?
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Old 08-18-17, 08:36 AM   #4
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No, the autocrew does not fire SAMs or CIWS automatically for you, unless you have CIWS set to auto or full auto.

What A Ganger posted says what each autocrew does. No more, no less.
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Old 08-18-17, 10:06 AM   #5
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Quote:
Originally Posted by FPSchazly View Post
No, the autocrew does not fire SAMs or CIWS automatically for you, unless you have CIWS set to auto or full auto.
What A Ganger posted says what each autocrew does. No more, no less.
Thanks, I'm sorry to hear that.
Setting the CIWS cannon to auto is fine, but sadly there's no such option to set other guns and SAMS to auto which means we have to micromanage them ourselves with a clickfest which is near-impossible in the face of an incoming volley of seaskimmers where we have to assign SAMS to each individual skimmer and there's usually not enough time before they hit.
HEY! computer-controlled enemy ships auto-fire CIWS, guns and SAMS on their own initiative AND take evasive manoeuvres, so it's a pity we can't make our own ship do it automatically like that!
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Old 08-18-17, 12:40 PM   #6
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It would definitely be helpful in some scenarios. I guess a benefit is that the Perry can only ever guide two SAMs, so that part isn't too bad If you have autocrew on for the Perry, though, you don't have to worry about designating incoming missiles as engage-able targets, though, the autocrew will do that. So it's basically point and click.
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Old 08-19-17, 07:25 PM   #7
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Thanks gentlemen, I'm a veteran wargamer aged 60+ and have played just about every computer wargame over the past 35 years (naval/land/air) and am a military forum moderator, multiple ladder champion, game developer/playtester and tutorial writer and have got my sh*t wired tight, so when I say my Perry isn't auto-firing its SAMs and 76mm gun, you can take it to the bank..
Here's a screenshot I took 15 minutes ago of my Perry under attack by Sirens; I've got every 'Autocrew' button ticked, I switched my radars on and I set my CIWS to auto, and I turned broadside on to the incoming missiles to put them in my CIWS and 76mm guns firing arc, but as you can see, only the Gatling is firing. The 76mm and SAM's are NOT auto-firing on their own initiative, grrrr..



i'm not saying it's a bug, as maybe that's how the game was designed, so that players could have fun clicking to assign targets themselves and turning the ship etc.
I found it fun at first, but am not really a clickfest fan, for example to tackle 4 incoming Sirens you have to make 4 separate clicks for each (Select target/right-click/ Engage with/Select weapon), that's a total of 16 frantic clicks while they're coming in at 500 mph, it's not fun..
In real life the Captain can safely leave the ship in the hands of his crew to auto-defend it with CIWS/gun/SAMs while he goes to his cabin for a snooze.
The screenshot above is from a small mission I made in the editor, do you think I did something wrong in the creation process?
We can settle it once and for all if you can point me to an official mission in the game where the Perry DOES autofire it's stuff, that way you'll have proved me wrong and I'll know the fault is all mine and will go sit on the naughty step red-faced, sulking and pouting..

Last edited by PoorOldSpike; 08-19-17 at 07:35 PM.
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Old 08-19-17, 08:52 PM   #8
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Quote:
Originally Posted by PoorOldSpike View Post
my Perry isn't auto-firing its SAMs and 76mm gun
At first, I thought that you were reporting a CIWS problem. Obviously, the CIWS fires.

I wonder if the game autocrew is only able to handle one weapon at a time? Are there any platform editor specialists who could try to remove the CIWS and SAM to see if the 76mm gun will fire in defence?
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Old 08-20-17, 11:09 AM   #9
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Quote:
Originally Posted by biosthetique View Post
Wow, what an ego!...Because if you know so much, why do you need our help?...
Because I'm stuck and need the input of you naval wargaming hotshots, take it as a compliment..
Look at my screenshot again, I can't understand why my Perry isn't auto-firing its 76mm gun and SAM's at the incoming Sirens on its own initiative.
It's firing its CIWS cannon just fine because I ticked its 'Auto' box, but there are no similar boxes to tick to make the 76mm and SAMs auto-fire too, unless I'm missing something?
If any of you guys can post a screenshot of your Perry auto-firing its CIWS, 76mm and SAM's I'd appreciate it, because then you'd prove me wrong and I'd know that the fault was mine. Until then I'm assuming there's no way in the game to make the Perry auto-fire its 76mm and SAMs.
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Old 08-20-17, 01:26 PM   #10
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I don't believe there is a bug, I believe you are seeing what happens to me on my MH-60R sometimes.
I made a MP game, sub (player) vs FFG, helo (player) needs to stop sub from killing FFG.

My friend played with me not too long ago on the sub. He surfaced about 2.5 miles from me and shot me with the SAM launcher (yea I know lol a sub with a SAM launcher..Never ever happened in the US Navy)

Anyway, my AC was on to shoot flares/evade..And yet they never shot 1 single flare.
Granted, by game design, AC takes evasive actions when missile locked, so "obviously" the SAM had to be locked to shoot me.

So why did the crew never shoot any flares? Same odd issue as you are seeing.

Also, I played my same MP game as the sub, got close enough to Helo and shot SAMs,, actually shot all the SAMs....
I watched the Helo shoot flare after flare....................

So, no one can explain this either and I'd guess it has something to do with the coding the game runs on and some sort of calculation that decides what happens and when or if.
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Old 08-20-17, 07:05 PM   #11
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Quote:
Originally Posted by A-Ganger View Post
I don't believe there is a bug..
Right, it's just the way DW is programmed, to give Perry players the fun of manually controlling most things themselves.
If they like doing that, fine, but doing frantic clickfests to defend myself in the heat of combat is no fun for me personally, so regretfully DW is not my cup of tea and I don't see what else I can say on the matter, so we might as well let this thread scroll off into cyberspace..
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Old 08-21-17, 10:06 AM   #12
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DW does not takes critical decisions like destroying other platforms (air/surf/sub) - exactly the same like "autocrew" on sub does not launch torpedoes to enemy "icon" on map.
I know this is intentional designed because these decisions involve human responsibility.
When only you can assign attribute "hostile/neutral/friendly" for detected contact - it is logical.

Missiles homming to your ship are always dangerous - no matter who launched them. This is reason why CIWS can shoot them down automaticaly.
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Old 08-21-17, 12:12 PM   #13
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Logical and mirroring reality. Otherwise a skipper is useless.
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Old 08-21-17, 02:19 PM   #14
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Quote:
Originally Posted by p7p8 View Post
Missiles homming to your ship are always dangerous - no matter who launched them. This is reason why CIWS can shoot them down automaticaly.
It does not explain the inability of SAMs and 76mm gun to auto-engage those same inbound missiles.

If you are defending yourself, it is only logical to bring all weapons to bear. Even if the chance of success is small, it is better than nothing at all. IMO, it is inconsistent for this self-defence logic to be limited solely to the CIWS.
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Old 08-21-17, 02:33 PM   #15
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The 76 mm only engage surface vessels. As it is too slow to engage planes as per the Perry configuration armament of the game. Those ships were created in the 70's and went through several modifications. The version of the 76 mm represented in the game does not shoot flying objects.

Besides, that canon where it is placed can only shoot at targets starboard side and port side. It does not shoot aft and fore. What is the viability to turn a ship broadside to an incoming plane or missile, to only gain the use of the 76 mm which in some configuration, is too slow to shoot successfully a fast target?...That is logical too!...In those instance keeping a smaller profile to the incoming threat is also good tactics when the remaining weaponry is focusing on the incoming threat.

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