SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters > Sub Command, Fleet Command, & Jane's 688(I)
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-10-14, 12:08 AM   #1
artao
Officer
 
Join Date: Nov 2002
Location: Wisconsin
Posts: 238
Downloads: 144
Uploads: 0
Default Sub Command -- Speed seems to change too quickly

I just re-installed Sub Command last night. It's been several years since i last played it (once I got SHIII, I virtually abandoned nuke subs ).
So I updated it and installed SCX2/SCU .. before ever even opening the game once. After troubleshooting some graphics issues, I started up the 688i campaign.
SO! Here's the thing. It seems the 688i changes speed WAY too quickly. Like, just a few seconds to go from 15kt to 3kt. And not much slower to increase speed. ... Once I noticed this, I remembered seeing that previously while playing SC, and finding it frustrating and immersion-killing. MOST of my nuke sub time has been in the classic 688, of course, and in that the speed up/slow down times were MUCH longer.
I'm guessing this is some sort of bug, and am really hoping there's a fix for it. From all my reading, it's my understanding that subs do NOT speed up or slow down particularly quickly, which has led to numerous accidents over the years. ... The subs in SC seem to have "water brakes" or something.
I sure do hope this can be fixed.
And I also hope this forum/game is active enough that I actually get a response to this LOL
It's likely that I'll pick up DW this coming week or so, however. .. I sure hope this issue doesn't remain in that game.
__________________
l8r,
artao

artao is offline   Reply With Quote
Old 11-11-14, 08:24 AM   #2
FPSchazly
Good Hunting!
 
FPSchazly's Avatar
 
Join Date: Apr 2014
Location: Maryland
Posts: 771
Downloads: 15
Uploads: 1


Default

Nope, sorry, that's just how it is in Sub Command Doesn't make any sense to me, either. You'll also notice, if you haven't already, that if you order a course change, your ship instantly starts changing course at the rate of change it'll take through the whole turn. What I mean by that is there's no increase or decrease in the rate of change through the turn which would happen from the rudder moving from 0 to whatever angle it has to be and then coming back to 0 again.

If you don't want these problems, yes, get Dangerous Waters. There are much more advanced ship dynamics in that. If you start a turn at 15 knots and reduce speed to 5 knots, you will overshoot the turn because of the large amount of momentum. Speed up and slow down is a lot slower, but the slow down still isn't as slow as I'd like. The ship will actually roll, too, unlike in Sub Command.

Tom Clancy SSN actually has some real good ship dynamics, in my opinion, but that's a very arcade-like game. You can actually employ "sprint and drift" effectively. Slow down takes a while in that game, and it seems water drag is modeled at least proportional to accurate drag. By that, I mean that you lose speed more quickly at higher speeds because the force of drag is proportional to the square of velocity. At lower speeds, it can take forever to lose speed.
__________________
Your friendly neighborhood modern submarine YouTuber.

My videos:
**Exclusive Look at Modern Naval Warfare!**
Dangerous Waters Liu Doctrine (LwAmi
Learn to play Dangerous Waters
FPSchazly is offline   Reply With Quote
Old 11-11-14, 11:18 AM   #3
artao
Officer
 
Join Date: Nov 2002
Location: Wisconsin
Posts: 238
Downloads: 144
Uploads: 0
Default

DANG! I was afraid of that. Thanks for the reply!
Now that you mention the course change issue, yeah, I see that. I hadn't really thought about it or noticed it.
So, yeah ... Dangerous Waters it is then. Looks like I can get several mods for it as well ... but which one? hmmm
__________________
l8r,
artao

artao is offline   Reply With Quote
Old 11-11-14, 02:52 PM   #4
FPSchazly
Good Hunting!
 
FPSchazly's Avatar
 
Join Date: Apr 2014
Location: Maryland
Posts: 771
Downloads: 15
Uploads: 1


Default

Well, unlike what I've heard about the Silent Hunters in that they're almost not worth playing without mods, I think Dangerous Waters is very playable without mods. In fact, I've never consistently used any mods with Dangerous Waters and I have more hours in that game than I can count. But, that's all up to you.
__________________
Your friendly neighborhood modern submarine YouTuber.

My videos:
**Exclusive Look at Modern Naval Warfare!**
Dangerous Waters Liu Doctrine (LwAmi
Learn to play Dangerous Waters
FPSchazly is offline   Reply With Quote
Old 11-14-14, 06:31 AM   #5
artao
Officer
 
Join Date: Nov 2002
Location: Wisconsin
Posts: 238
Downloads: 144
Uploads: 0
Default

Well, I did it ... Bought Dangerous Waters yesterday on Steam.
LOVE IT!!! ... yeah, I see what you mean about the speed changes. Better than SC, but not quite like 688(i) ... sprint-and-drift will be hard, if even possible ...... of course, I've only played one mission so far, with the 688(i) .. I forget the name, but it was recovering a SEAL team from near Vladivostok .. fun. Managed to evade two torpedoes on the way out.
and BOY!! Auto-TMA crew is MUCH worse at it than the SC auto-crew. wow
..
no mods installed yet, but I will be. Just not sure if I'll go with RA/DWX or LWAMI .. I DLed both ... and, of course, I'll be installing the dipping sonar fix and sonobuouy channel fix "mods"/patches.
__________________
l8r,
artao

artao is offline   Reply With Quote
Old 11-14-14, 05:16 PM   #6
FPSchazly
Good Hunting!
 
FPSchazly's Avatar
 
Join Date: Apr 2014
Location: Maryland
Posts: 771
Downloads: 15
Uploads: 1


Default

Quote:
Originally Posted by artao View Post
Well, I did it ... Bought Dangerous Waters yesterday on Steam.
LOVE IT!!! ... yeah, I see what you mean about the speed changes. Better than SC, but not quite like 688(i) ... sprint-and-drift will be hard, if even possible ...... of course, I've only played one mission so far, with the 688(i) .. I forget the name, but it was recovering a SEAL team from near Vladivostok .. fun. Managed to evade two torpedoes on the way out.
and BOY!! Auto-TMA crew is MUCH worse at it than the SC auto-crew. wow
..
no mods installed yet, but I will be. Just not sure if I'll go with RA/DWX or LWAMI .. I DLed both ... and, of course, I'll be installing the dipping sonar fix and sonobuouy channel fix "mods"/patches.
Give your TMA a few course changes and they'll nail that solution down lol. It also gives you an excuse to learn TMA for yourself! *hint hint, wink wink*
__________________
Your friendly neighborhood modern submarine YouTuber.

My videos:
**Exclusive Look at Modern Naval Warfare!**
Dangerous Waters Liu Doctrine (LwAmi
Learn to play Dangerous Waters
FPSchazly is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:46 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.