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07-30-2005, 09:43 PM
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#31 |
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CIA Analyst
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Overkill, have you turned off the auto crew for that station?
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07-30-2005, 09:49 PM
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#32 |
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XO
![]() Join Date: Jun 2003
Location: Georgia, USA
Posts: 419
Downloads: 25
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Thanks TLAM. I was get'n ready to throw my laptop across the room. |
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07-30-2005, 09:58 PM
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#33 |
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Seaman
![]() Join Date: Jul 2005
Location: USA
Posts: 41
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Hail all, thanks for your suggestions on patching and keep them comming I really enjoy this game. Even more I enjoy this topic, players have a voice. I agree with almost all of the people here as to what to patch. you guys all know whats wrong and what should be in this game. Well Dw is not perfect by far. Hopfully they will listen and make it better. Full Ahead Modders too, there are some good mods for dw too.
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Alle Hagel Herr Aaron, Und GlĂĽcklicher Jagen zu allen Sie Seadogs
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08-02-2005, 10:28 AM
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#34 |
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Navy Seal
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Flood damage.
I know that you can get damage to your torpedo tubes but it would be great if you spring a leak and your max depth is restricted, and if it gets worse it has an effect on your trim and you might start to sink. |
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08-02-2005, 11:02 AM
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#35 |
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Seasoned Skipper
![]() Join Date: Nov 2002
Location: Poland
Posts: 664
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Yes, absolutely ! Major damage should have influence on buoyancy, for example you could become so heavy that it's impossible to keep depth and you have to make emergency blow ! Or even this could be not enaugh with very heavy damage... It would improve the game "coolness" greatly I think :-). At present IIRC you can have 98% damage and still move submerged normally, just like nothing happened... Only various systems are inoperative but buoyancy is not affected at all.
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08-05-2005, 12:12 PM
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#36 |
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Admiral
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 2,170
Downloads: 6
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On the FFG TMA Station:
Passive LOBs should not only extend to circa 10,000 yards. That makes it pretty tough to line the ruler tick marks up on a contact beyond that distantce. Could you guys make passive LOBs extend for the length of the entire plotting board? Thanks Sonalysts.
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When the range was 5,500 yards the target hoisted a flag signal, both he and the escort turned toward at high speed, the "Q" ship uncovered his guns and the first salvo was a straddle. BATFISH bent on four and started executing the well known maneuver of getting the hell out... Fifth war patrol, USS BATFISH |
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08-06-2005, 12:52 AM
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#37 |
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Admiral
![]() Join Date: May 2003
Location: Alberta, Canada
Posts: 2,031
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Hello. The ability to snapshot or put my SM-2s on auto for incomings would be a good option I think.
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08-07-2005, 05:41 AM
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#38 |
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Swabbie
![]() Join Date: Jul 2005
Location: Germany
Posts: 14
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1) This is probably a too significant change for a patch, anyway:
What about something similar to the subs' stadimeter on the on the P-3C camera station? Especially using infrared mode, you can see the outlines of a ship quite accurately, and classifying would be much easier having a photo library next to it. 2) On the GRAMS in the Orion (probably other controllables too), the ticks for the y-axis should not reach into the positive x area, at least for me that's a little distracting when looking for active DICASS feedback.
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\"Those are my principles, and if you don\'t like them... well, I have others.\" - Groucho Marx |
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08-07-2005, 11:08 AM
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#39 |
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Seasoned Skipper
![]() Join Date: Nov 2002
Location: Poland
Posts: 664
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In fact I once tried to hide under one of those GRAM "ticks" in a Kilo, when a buoy activated very close to me ;-) Positioned myself very close to buoy at it's 90 degrees :-)
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08-11-2005, 12:49 AM
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#40 |
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A-ganger
![]() Join Date: Jul 2005
Location: UCLA, Los Angeles
Posts: 77
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This has probably been mentioned before, but I haven't seen it, so I'll note it here just in case.
For any sonobuoy, you can click 'mode' if it says 'out of range'. Then, you will be able to work normally with the sonobuoy, pinging it, marking contacts, and such.
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Neutrino 123 |
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08-11-2005, 04:39 PM
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#41 |
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Commodore
![]() Join Date: Sep 1999
Location: Orofino, Idaho
Posts: 602
Downloads: 65
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Things I would like to see fixed;
I am mainly working with the subs at present 1. TB 23 for 688i 2. Do something with sonar, you can get new contacts all the time all over the place, yes I checked and nothing is there. Decoys are better in DW than in real life, they almost never fail. The ADCAP is a very hard fish to trick in real life. Can they be made more realistc? Can the voices be fixed, some of them you can barely hear. Ron Banks MMCM(SS), USN(Ret) |
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08-11-2005, 06:26 PM
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#42 |
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The Ruskie Husky
Join Date: Mar 2005
Location: In my kennel
Posts: 7,493
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for some reason if i launch a SS-N-27 ASM missile from 50 meters it dont work done this 3 times at all stop yet it only happens sometimes many other times it works whats wrong ?
might be me
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"Better is the enemy of good enough" Admiral Sergey Gorshkov ![]() http://www.commanders-academy.com http://www.seawolves.org |
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08-19-2005, 05:51 PM
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#43 |
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Sparky
![]() Join Date: Aug 2005
Location: Italy, France, Brazil
Posts: 153
Downloads: 42
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2 things that I think would be very useful for mission creators:
-Snapshot script (like engage script but the platform launches the chosen weapon towards the desired bearing) -Active Sonar Script (for submarines) -The addition of the TB-23 TA |
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08-21-2005, 10:14 PM
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#44 |
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Sparky
![]() Join Date: Aug 2005
Location: Italy, France, Brazil
Posts: 153
Downloads: 42
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force detection script
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08-26-2005, 10:10 AM
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#45 |
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Frogman
![]() Join Date: Jan 2005
Location: Lithuania
Posts: 304
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Make OHP FFG quieter!!! Sub hunting frigate shouldnt be so loud!
I take my words back.OHP is enough quiet to hunt subs(even akula).Sorry for the confusion.
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