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SUBSIM: The Web's #1 BBS for all submarine and naval simulations! |
01-04-2006, 07:16 AM
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#121 |
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Swabbie
![]() Join Date: Dec 2005
Location: Brandon, FL
Posts: 18
Downloads: 0
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Sonar interface improvement:
IIRC, on the real BQQ-5 passive BB displays, in addition to the stern marker that is currently modeled, there is also a ships head marker. Right now I see a marker at the top of the stern marker that I THINK is supposed to really be this indicator. |
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01-13-2006, 05:24 PM
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#122 |
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Watch
![]() Join Date: Jan 2006
Posts: 30
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from what i can tell from experimenting with the map editor, the bottom type is extremely important in 1.03b. If its rock, you'll get those huge detection ranges, like several miles. If its mud, it cuts it in half approx. If its a sand bottom, sonobouys on active will hardly even work up to mile. Theres a thread in here that talks about sonobouys only working 500-750 yards away and it happens with a sand or mud bottom, especially if the sub is going less than 5 knots. I kinda wish you could see in game what type of bottom there is, because it affects the sonobouys so much.
I'd like to see another controllable surface ship so both teams wont have identical ships online, which can be confusing without show allies. And another type of controllable surface ship that complements the FFG. An air to air weapon would be usefull for those rare moments online when theres nothing but air players left. Tone down the noise on the non controllable AI subs. They are like an underwater rock concert as it is now. That and they're deaf as all. I know the lwami mod addresses this. I kinda like launching stuff from above with p3. the ciws on the FFG will engage falling torpedoes (im pretty sure). if u do max speed and altitude, you can launch a bouy 12 miles ahead, i though it was kewl. Torp lead is not nearly as much. i dont like the tma on paper that the ffg has. GB2 sub style please. My joystick isn't fancy enough to work the gas correctly in the chopper. I wish i could just click digital buttons to notch the gas up and down slightly, and hold the gas in its place when im not doing anything with it. Right now it requires constant attention, when I'm looking or a "cruise control".
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01-15-2006, 08:56 AM
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#123 |
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Commodore
![]() Join Date: Sep 1999
Location: Orofino, Idaho
Posts: 602
Downloads: 65
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Is it possible to have the air banks at 100 % at the start of the mission?
Ron Banks MMCM(SS), USN(Ret) |
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01-17-2006, 02:10 AM
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#124 |
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Watch
![]() Join Date: Jan 2006
Posts: 22
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Is the Type-40 torpedo dropped from the SS-N-27 supposed to be able to sinke ships? It says its asw only...
I've had them lock onto, track, and sink merchants! |
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01-18-2006, 02:23 PM
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#125 |
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Seasoned Skipper
![]() Join Date: Sep 2001
Location: Flanders
Posts: 712
Downloads: 4
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ASW only in this game seems to mean that it can only be targeted on contacts that are classified as subs. But once it's in the water, it can hunt anything it wants.
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02-05-2006, 10:24 PM
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#126 |
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Captain
![]() Join Date: Sep 2005
Posts: 521
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I'm venting a pet peeve
Whenever AI ASW helos and P3 get a mad contact on a player sub, all they do is just circle around it repeatedly getting mads, over, and over and over again. Once they have a MAD contact they never loose it and continue to circle forever, most of the time resulting in 3-4 planes/helos all doing a goofy looking dance overhead of the sub below. And they rarely ever attack, they just circle over and over and over again for what can last for hours. Bad AI programming? Probably. Solution? Not sure, but something to address this aberant behavior would be nice. |
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02-07-2006, 07:29 AM
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#127 | |
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Captain
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 494
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Quote:
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02-07-2006, 01:00 PM
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#128 |
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The Old Man
![]() Join Date: Mar 2005
Location: Germany
Posts: 1,327
Downloads: 6
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That sounds like something a new or modified doctrine might easily fix ... Sort of, if MAD then drop Passive Buoy
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02-07-2006, 01:56 PM
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#129 |
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Seasoned Skipper
![]() Join Date: Nov 2002
Location: Poland
Posts: 664
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Could changing value of PreenableCourse variable inside doctrine also update the connected Heading value displayed on sub torpedo control screen ? Please please please, I'm asking very much for this if it's possible !!! Thanks in advance
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02-07-2006, 04:28 PM
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#130 |
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Captain
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 494
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Oneshot, once you have a mechanism not to drop one each frame the game proceeeds, you have only one problem left: How do you drop a buoy from the doctrines? "Fire dicass deep" ?
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02-07-2006, 04:31 PM
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#131 |
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Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,201
Downloads: 2
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There are no doctrine level commands to drop buoys that I am aware of.
That kind of behavior for air platforms is coded in the AI engine. In general, submarine behavior is more or less completely doctrine controlled, ships are a mix of doctrine and engine, and aircraft are mostly controlled by the engine. Of course, there may be doctrine level commands for ships and aircraft that are not currently being used, but I am not aware of this being the case in this situation.
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02-07-2006, 06:51 PM
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#132 | |
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Captain
![]() Join Date: Sep 2005
Posts: 521
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Quote:
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02-11-2006, 01:32 PM
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#133 |
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Captain
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 494
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Savegames.... Not all relevant information for a platform is saved. As one example, a dead platform that hasn't yet been removed from the game when the game is saved, will never disappear if the game is reloaded.
(Not that I think they *should* be removed, but that's another case.)
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02-15-2006, 03:53 AM
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#134 |
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The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,487
Downloads: 1
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Wakehomers could have setting 'heading after enable' .. so one cac easily shoot them from target's front hemisphere.
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02-20-2006, 05:16 PM
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#135 |
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Seasoned Skipper
![]() Join Date: Sep 2001
Location: Trieste, Italy
Posts: 666
Downloads: 0
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When in multistation on the HELO and the ORION, the one manning the ACOUSTICS cannot see the LOBs he assigns...
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