SUBSIM Radio Room Forums
Frau kaleun shops here, how about you?
Want to support Subsim and make Amazon pay for it? Click here to start any Amazon shopping.


SUBSIM: The Web's #1 BBS for all submarine and naval simulations!

Go Back   SUBSIM Radio Room Forums > Sonalysts Combat Sims > Dangerous Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-27-2005, 08:08 PM   #76
Deathblow
Captain
 
Join Date: Sep 2005
Posts: 521
Downloads: 0
Uploads: 0
Default

This isn't a patch suggestion, but a upgrade suggestion, maybe geared for a larger, more encompassing patch.

I would like to see better narrowband sonar options in both the Russian and USN submarines. The ability to sort though the frequency libraries the same way that the Stadimeter station. A drop-down list that can be organised by Country, Class (sub/ship), and type would be much more convient that the current method of clicking thru 20-30 sonar profiles linearly.
Deathblow is offline   Reply With Quote
Old 10-28-2005, 02:28 AM   #77
MaHuJa
Captain
 
Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 494
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Deathblow
The ability to sort though the frequency libraries the same way that the Stadimeter station. A drop-down list that can be organised by Country, Class (sub/ship), and type would be much more convient that the current method of clicking thru 20-30 sonar profiles linearly.
To me, the idea of a list like that found in the ffg is even more appealing.
MaHuJa is offline   Reply With Quote
Old 10-30-2005, 10:57 AM   #78
Deathblow
Captain
 
Join Date: Sep 2005
Posts: 521
Downloads: 0
Uploads: 0
Default

Another Sonar suggestion, not related to any near-future patch, but something that one might want to keep in mind.

In the broadband sonar stations of the SW and LA, it would be nice if the top and bottom waterfall could display different sonar modes at the same time. For example, the user could chose to have the top display show the TA sonar and bottom display show the Spherical array data. (In a identical manner that TimeAveraging is now chosen.) The ability to select different TimeAveraging would remain an option.

I've seen this on other sims and its a handy option allowing the user to evaluate several frequency ranges simultaneously.

db
Deathblow is offline   Reply With Quote
Old 10-30-2005, 11:06 AM   #79
Deathblow
Captain
 
Join Date: Sep 2005
Posts: 521
Downloads: 0
Uploads: 0
Default

Another sonar suggestion:

The trackers of the circular SSAZ display (the Akula and Kilo) are horrendously diffulcult to unassign; utterly impossible in most attempts. Its pretty much a consistant headache and waste a lot of effort trying to manipulate the trackers to all the contacts that are desired. Making the tracker easier to unselect would be greatly appreciated.

ps)
might also want to consider displaying the "tracker assigned" to the Navmap Digital Dtat Indicator, perhaps under the "Age". That would convient.
Deathblow is offline   Reply With Quote
Old 11-01-2005, 08:38 PM   #80
drEaPer
Engineer
 
Join Date: Feb 2005
Location: Germany
Posts: 208
Downloads: 0
Uploads: 0
Default

Interface Imrprovement:
Buoys screen: When entering library mode the "next" and "previous" arrow buttons are rendered above the scuttle button, leaving some of the scuttle button clickable which has cost me more than one buoy.

TMA:
The game should memorize the settings (course speed range bearing / ruler position) for each individual contact. When I select another contact, the ruler is totally off, still there where I put it for a toally different solution.


Realism: We learnedthat the 688 also uses WAA, not only the SW. (Lufwolf said he cant adress this via mod )
__________________
Multiplayer? Contact: ICQ:22037274 MSN-M: g_u_a_r_d@gmx.net
drEaPer is offline   Reply With Quote
Old 11-01-2005, 09:21 PM   #81
Molon Labe
Ocean Warrior
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,461
Downloads: 27
Uploads: 5
Default

Quote:
Originally Posted by drEaPer
Interface Imrprovement:
Buoys screen: When entering library mode the "next" and "previous" arrow buttons are rendered above the scuttle button, leaving some of the scuttle button clickable which has cost me more than one buoy.

TMA:
The game should memorize the settings (course speed range bearing / ruler position) for each individual contact. When I select another contact, the ruler is totally off, still there where I put it for a toally different solution.


Realism: We learnedthat the 688 also uses WAA, not only the SW. (Lufwolf said he cant adress this via mod )
Perhaps with the buoy interface problem, the "scuttle" button should need to be clicked twice, like launching a missile from the FFG?

The TMA station issue is fixed in v1.02; check out the demo.
Molon Labe is online   Reply With Quote
Old 11-01-2005, 11:02 PM   #82
sonar732
Admiral
 
Join Date: Jul 2003
Location: Central MO
Posts: 2,491
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Deathblow
I've seen this on other sims and its a handy option allowing the user to evaluate several frequency ranges simultaneously.
db
What sims would that be?
__________________
National Sonar Association, VMC Navy, USMORS-SCP, USMORS-FCP

sonar732 is offline   Reply With Quote
Old 11-01-2005, 11:07 PM   #83
sonar732
Admiral
 
Join Date: Jul 2003
Location: Central MO
Posts: 2,491
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Fandango
Probably this has already been mentioned but anyway...

688(I): Whenever I have contacts on the towed array and nothing on the bow array, I get identification lines in the narrowband bow array display at the same bearings I see them in the narrowband towed array display (on both sides of it)...
Can you verify this as an example...

Towed array

True bearing 090
ambiguious bearing 270

Sphere array

True bearing 090
ambiguious bearing 270

????

or just that you get a narrowband tonal at 090? The TA picks up lower frequencies while the sphere picks up higher frequencies.
__________________
National Sonar Association, VMC Navy, USMORS-SCP, USMORS-FCP

sonar732 is offline   Reply With Quote
Old 11-02-2005, 08:06 AM   #84
drEaPer
Engineer
 
Join Date: Feb 2005
Location: Germany
Posts: 208
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Molon Labe

Perhaps with the buoy interface problem, the "scuttle" button should need to be clicked twice, like launching a missile from the FFG?

The TMA station issue is fixed in v1.02; check out the demo.


Clicking twice is not a good solution cause you click often and fast when you go through the library entries to get to the ship you are looking for.
__________________
Multiplayer? Contact: ICQ:22037274 MSN-M: g_u_a_r_d@gmx.net
drEaPer is offline   Reply With Quote
Old 11-03-2005, 01:35 PM   #85
MaHuJa
Captain
 
Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 494
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by drEaPer
Quote:
Originally Posted by Molon Labe
Perhaps with the buoy interface problem, the "scuttle" button should need to be clicked twice, like launching a missile from the FFG?
Clicking twice is not a good solution cause you click often and fast when you go through the library entries to get to the ship you are looking for.
Perhaps clicking it should enable a "really scuttle" button the other side of the display. Like the FFG launching missiles..
__________________

Teaching DW newbies how to climb the food chain.
MaHuJa is offline   Reply With Quote
Old 11-06-2005, 02:07 PM   #86
MaHuJa
Captain
 
Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 494
Downloads: 0
Uploads: 0
Default

I've noticed that the FFG TA demon is buggy in the case of an incorrect TPK. Whereas the subs correctly give a high speed with a low TPK, the FFG TA gives a low speed for a low TPK.
__________________

Teaching DW newbies how to climb the food chain.
MaHuJa is offline   Reply With Quote
Old 11-07-2005, 03:58 PM   #87
Fandango
Seasoned Skipper
 
Join Date: Sep 2001
Location: Trieste, Italy
Posts: 666
Downloads: 0
Uploads: 0
Default

Probably already mentioned: in the ACTIVE SONAR INTERCEPT in the 688, INTERVAL is not consistent with AGE
__________________
The true worth of a man is to be measured by the objects he pursues.

- Marcus Aurelius
Fandango is offline   Reply With Quote
Old 11-07-2005, 04:09 PM   #88
Fandango
Seasoned Skipper
 
Join Date: Sep 2001
Location: Trieste, Italy
Posts: 666
Downloads: 0
Uploads: 0
Default

In the broadband of 688 when centering from North to South and viceversa, the sonar displays a "skip" of baffles...well, when moving to another sonar station and back to the broadband, the baffle "skip" is not there anymore
__________________
The true worth of a man is to be measured by the objects he pursues.

- Marcus Aurelius
Fandango is offline   Reply With Quote
Old 11-09-2005, 11:40 AM   #89
MaHuJa
Captain
 
Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 494
Downloads: 0
Uploads: 0
Default

FFG:
Unlimited missiles can be launched regardless of FCR count.

The bug that a fcr doesn't go CWI when you reload too quickly has severe implications: You can then deassign the radar without affecting the missile homing ability, and assign it again, and use it to "guide" another missile to any (same or another) target.

This means, that until this is fixed the only limiter is how quickly the missiles are loaded and warmed.


This points to a serious lacking in how 'threepart' sensors (SARH) are implemented.
(If you're gonna do an aegis playable you'll probably need to fix that)

Also, it seems everything that uses intercepts do it wrongly - I suspect even torpedoes though it's not very visible there, but not only missiles. It would seem like the 76mm and the CIWS too, though a bit of aspect is required for it to really show with those.
__________________

Teaching DW newbies how to climb the food chain.
MaHuJa is offline   Reply With Quote
Old 11-11-2005, 01:05 AM   #90
Fandango
Seasoned Skipper
 
Join Date: Sep 2001
Location: Trieste, Italy
Posts: 666
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by sonar732
Quote:
Originally Posted by Fandango
Probably this has already been mentioned but anyway...

688(I): Whenever I have contacts on the towed array and nothing on the bow array, I get identification lines in the narrowband bow array display at the same bearings I see them in the narrowband towed array display (on both sides of it)...
Can you verify this as an example...

Towed array

True bearing 090
ambiguious bearing 270

Sphere array

True bearing 090
ambiguious bearing 270

????

or just that you get a narrowband tonal at 090? The TA picks up lower frequencies while the sphere picks up higher frequencies.
Here's the sequence:
1) There is no contact on the broadband sphere array (not even a faint line)
2) I get no contact profile in the UPPER narrowband sphere array screen BUT I do get NARROWBAND LIBRARY PROFILES in the LOWER narrowband sphere array screen when the cursor is on both towed array bearings...
__________________
The true worth of a man is to be measured by the objects he pursues.

- Marcus Aurelius
Fandango is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 06:37 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright © 1997- 2013 Subsim