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PoorOldSpike
08-17-17, 09:18 AM
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?

A-Ganger
08-17-17, 12:53 PM
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-

PoorOldSpike
08-17-17, 04:21 PM
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?

FPSchazly
08-18-17, 08:36 AM
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.

PoorOldSpike
08-18-17, 10:06 AM
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!

FPSchazly
08-18-17, 12:40 PM
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 :haha: 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.

PoorOldSpike
08-19-17, 07:25 PM
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..

http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/sub4001/DW-incoming-sirens_zps5a23vyj1.jpg~original

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..;)

Herman
08-19-17, 08:52 PM
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?

PoorOldSpike
08-20-17, 11:09 AM
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.

A-Ganger
08-20-17, 01:26 PM
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.

PoorOldSpike
08-20-17, 07:05 PM
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..:)

p7p8
08-21-17, 10:06 AM
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.

biosthetique
08-21-17, 12:12 PM
Logical and mirroring reality.:Kaleun_Salute: Otherwise a skipper is useless.

Herman
08-21-17, 02:19 PM
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.

biosthetique
08-21-17, 02:33 PM
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.

Herman
08-21-17, 03:17 PM
The 76 mm only engage surface vessels. As it is too slow to engage planes.

Perhaps I am mistaken but, from my understanding of Spike's description, the 76mm gun in DW can engage aircraft and missiles (but only when the order is issued manually.)

Is this statement accurate?

biosthetique
08-21-17, 04:34 PM
Herman,
You might want to have an experience by yourself and not rely entirely on someone else description.
Then I attached the manual page regarding the 76 mm.

You definition of "Manual" might expend a bit.

Now just like Harpoon, this game is a variation of a training tool, so there is no sitting on your hand to sit back and enjoy the sight of chaos. Some decision need to be made, and the player is required to make those decision and implement them into the game. The game has already decided what is the minimum involvement of the player. Look from the SONALYSTS web site:
INNOVATIVE 'AUTOCREW' ARTIFICIAL INTELLIGENCE
By assigning certain crew stations to be manned by the "virtual crewmen" you can hand off various functions for the simulation to manage. This allows you to tailor the game's difficulty level to your liking and set the precise level of involvement and micro management that you desire. You can choose to man every single available crew station yourself, just a few select stations, or relinquish control to the A.I. and let the 'autocrew' do the rest. Autocrew control is dynamic so you can enable or disable this feature at will for every crew station modeled in the game.

Herman
08-21-17, 05:46 PM
Within those attached pages from the manual, at no point is the definition of a target given. The pages use 'contact' and 'target', while giving a detailed description of the firing procedures.

Spike has claimed that the 76mm gun is capable of engaging missile, air, and surface targets. Is this correct?

biosthetique
08-21-17, 06:21 PM
When was the last time you Played that game Hermann?
Spike can claim anything he wants.
The pages of the manual clearly mention the speed of the canon!...Did you read those pages?
There is a definition of target in the second page.

Herman
08-21-17, 08:04 PM
Yup, I read both of the pages and saw no indication of gun speed or how a target/contact is defined. Perhaps you could quote the exact wording, as I cannot see it.

I guess we can always hope that Spike is still monitoring this thread and will post an image of the 76mm gun engaging 1) an aircraft and 2) a missile.

biosthetique
08-22-17, 10:38 AM
Herman, have EVER played that game?

Herman
08-22-17, 10:47 AM
I have played DW and even wrote a review for it on Armchair General.

http://www.armchairgeneral.com/review-dangerous-waters.htm

Again, can you simply quote the passages from the manual regarding gun speed and what qualifies as a target for the 76mm gun?

biosthetique
08-22-17, 01:17 PM
Interesting review :Kaleun_Salute:on which I concur Mister Herman. The only restriction is that the black bean version is the version before the last patch. The Black bean version can be brought up to the latest version.

I quote you: "Except for the occasional assault on the grammatical senses with the use of preposterous terms like "Functionality" and "Rate of Speed," the manual is very well organized, illustrated, and clear. In fact, unless you enjoy staring at *.PDF documents, I would say that the manual should be a compulsory purchase and not an optional one. Not only is the manual an asset to the game, it is a wealth of information on all aspects of submarine warfare." and "Bottom Line: This game is a must-have for any true naval grognard." :Kaleun_Applaud:

Very well Mister Herman, then since you have the game and the manual in your hands, bring her to the roof, you know where the info you are looking for, resides!...I don't need to do the job twice for you since:
- 1 - I already answer that question on steam and here.
- 2 - I designated the passage where some indication of the canon operation ability are expressed and where it is confirmed that the gun shoot at vessels only.

I am looking forward with a mix of joy and excitement the pictures of POS shooting down a plane and a missile with that 76 mm. I can also add that the suspense is gradually becoming unbearable!...Please BRING IT ON!

PoorOldSpike
08-22-17, 10:59 PM
Well gentlemen, I see this sensational thread is refusing to die a natural death even though I conclusively demonstrated in my earlier decisive screenshot that the numbnuts Perry crew WON'T automatically fire SAMs and the 76mm gun against incoming anti-ship missiles to defend themselves, they'll only autofire the Gatling and chaff/flares.
To clarify the matter further, here are two more fabulous screenshots from tests I conducted today-

1- The ONLY way to make the Perry fire SAMs is to manually assign targets yourself with a 4-step clickfest process, namely left-click the skimmer/ right click it/ engage with/SAM.
Clearly if a number of missiles are coming in simultaneously you have to do a frantic clickfest to manually assign the SAMs against them and will finish the gaming session in a state of mental collapse and be strapped into a straitjacket by paramedics to be whisked off for urgent trauma therapy.
Here you see my SAM flying (the curved smoke trail) after I manually assigned it to a skimmer.
The Gatling is firing too because I set 'CIWS Auto' at the start of the game so it'll always fire without having to be told (unless its firing arc is blocked by the vessels superstructure) bless its little heart (sniffle)

http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/sub4001/DW-sam-and-ciws_zpsqdmclhdl.jpg~original


2- Likewise, the ONLY way to make the 76mm gun fire is to manually assign it to target individual skimmers via the same 4-step clickfest.
I set it to "rapid fire" and it's dramatically banging away boom-boom-boom, and the Gatling has also automatically joined the party as usual-
(Remember to turn the ship if you have to, to give the 76mm a clear firing arc, as it and the Gatling are on the rear decking and therefore won't be able to engage anything coming in on the bows unless you turn the ship)

http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/sub4001/DW-gun-andCIWS_zpsp5ssgzj4.jpg~original

PS- as I've been saying all through this incredible thread, PLEASE TELL ME if I'm doing something wrong! Namely, if YOUR ships are firing SAM's and the 76mm automatically without having to be manually ordered to do so, tell me how to do it too, or is it a secret?
Until then, all I've said in this hallowed thread stands like irrefutable holy scripture..:)

p7p8
08-23-17, 12:57 AM
Shooting with a 76mm gun is not very clever because it requires second FCR (CAS) only for low effective (against missiles) gun. It means only 1 SAM against ASM's

BTW i am experienced "Surf" player and i do all manualy - from stations.

Some things you can do from keyboard shortcuts:
- launching chaff/flares
- turning ship

All rest from stations:
1) Turn CIWS to Auto (NOT Full auto)
2) Assign incoming ASM
3) Press Fire button
4) Press Confirm button
...
and again.

I can in MP sessions shoot down / evade all 12 TASM attack with 80-90% for succes :)

But best way for evading ASM attacs is... be invisible to your enemy!
I recommend stay in EMCON, hide behind other ships.oil rigs, using helo in radar mode (but not too close own ship)

After message "underwater missile launch" you can turn on radars, CIWS and launch chaffs (recommended 2 manualy)

biosthetique
08-23-17, 10:13 AM
PS- as I've been saying all through this incredible thread, PLEASE TELL ME if I'm doing something wrong! Namely, if YOUR ships are firing SAM's and the 76mm automatically without having to be manually ordered to do so, tell me how to do it too, or is it a secret?
Until then, all I've said in this hallowed thread stands like irrefutable holy scripture..:)

Yes, I can tell you what you did wrong: You did not read the manual.
Then you did not look at tutorial vids.

In brief you did not research your subject before jumping into the water, and resisted incoming information, so you drowned.

Dangerous Waters unlike many other PC games requires full attention and dedication.

Would you play Harpoon without the manual and without tutorial from Herman?

Here is a Youtube tutorial vid from FPSchalzy: Perry-class Frigate Tutorial 3

https://www.youtube.com/watch?v=J63m0LzvRG8&t=48s

But you can play Cold Waters, SSN, Fleet Command and many more without the thorough read of a manual.

In conclusion, what is right for so many games, is maladapted for this one.
Improvise, ADAPT and Overcome!!!

PoorOldSpike
08-23-17, 08:22 PM
Yes, I can tell you what you did wrong: You did not read the manual. Then you did not look at tutorial vids.
In brief you did not research your subject before jumping into the water, and resisted incoming information, so you drowned..


An interesting conspiracy theory mate, but no..:)
Perhaps I didn't explain clearly enough, so here are another set of 3 stunning new screenshots from tests I just conducted which will illustrate further what I've been saying.
These pics are of an ENEMY- repeat ENEMY- Perry, note how it does everything right despite being under computer control. Firstly it fires Harpoons at hostile ships-
http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/sub4001/DW-harp_zps8jb4wjkn.jpg~original



Then it fires SAMs at incoming skimmers, and note the ships wake as it cleverly manoeuvres-
http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/sub4001/DW-sam-wake_zpstjcackaj.jpg~original



And finally its Gatling begins speaking-
http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/sub4001/DW-CIWS_zpstvdjm8jy.jpg~original


Get it? to their great credit, the DW developers have given enemy AI vessels the brains to both engage the enemy and to defend themselves, that's AI programming of the highest order and they deserve a medal, (even the ships in the much-hyped CMANO/Inferno/Chains don't have the brains to do that!)
But as I've said all along in this thread, our human-controlled DW vessel has to be ordered manually to fire its Harpoons and SAMs, and manoeuvred around.
I daresay a lot of players enjoy micromanaging like that, but regrettably I'm not one of them.
So thanks to everybody's input to this unearthly thread, my original question has been answered, namely that DW ownships have to be micromanaged because they won't do it themselves.
I'm not saying it's a game flaw, it's just the way the game was designed..:)

biosthetique
08-24-17, 12:50 PM
An interesting conspiracy theory mate, but no..:)
But as I've said all along in this thread, our human-controlled DW vessel has to be ordered manually to fire its Harpoons and SAMs, and manoeuvred around.

And, that is the reason why they are human controlled, otherwise they would not qualify as "HUMAN CONTROLLED"...Would they?

You must have complained a lot to your teachers when you were at school.
All the homework, listening, taking notes, writing assignments...I mean all that MICRO-MANAGEMENT!....:haha:

No OODA loop for you then!...:03:

Did someone hint you that DW was based on a training tool?:hmmm:

Finally what are you complaining about? The Perry's do on their own what you wanted them to do. So what is your real request?:yep:

PoorOldSpike
08-24-17, 01:43 PM
...Finally what are you complaining about? The Perry's do on their own what you wanted them to do. So what is your real request?:yep:

Well mate this sensational thread of mine has run to 2 pages and is chock full of my stunning screenshots, divine proclamations and heavenly-inspired insights, and has become a holy shrine for naval wargamers everywhere who make pilgrimages to worship at it, so if you still don't know what it's about, I suggest you take holy orders and enter a monastery for further spiritual study.
PS- By way of my "credentials", here's a 6" silver trophy I won for topping a wargame league, I keep it on a small table in my living room, carefully positioned so that it catches the rays of the sun and is the first thing guests see when they arrive, and I can keep steering the conversation towards it during the course of the evening..:)

http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/rd-cup.gif

A-Ganger
08-24-17, 01:54 PM
The issue is he is complaining that the FFG won't auto shoot anything but the machine gun "I think?" when he has incoming missiles.
Unlike the AI version of the FFG which shoots everything.

But hey, why not give subs underwater missiles to shoot all the incoming torpedoes so the player doesn't have to do anything?
I mean they threw in a shoulder mounted SAM launcher on subs (which is completely retarded anyways and never ever happened).

Why not give the MH-60R Helo multiple Hellfires to shoot at incoming SAMs or give it an Autocrew to shoot at incomings with it's machine gun?
And I might add as well, the player Helo doesn't always have time to even shoot flares even when set to AC.

Honestly tho, why play the FFG is you want it to do everything for you? What's the point in that play style. Drive around shooting at everyone else while your ship auto shoots at everything shot at it. Wouldn't be much of a player controlled game if everything is on Auto.

Doesn't SC do all that for you?

PoorOldSpike
08-24-17, 03:23 PM
..why play the FFG is you want it to do everything for you? What's the point in that play style?

Good point mate, you can feed the seagulls on my windowsill any time you like..:)
The answer is that I often like to play Command-level wargames, that is to say I like to be in command of a number of tanks or infantry squads or ships at the same time. Obviously they can't all be micromanaged in the heat of combat, but the fun lies in ordering them around into positions from where they can deliver devastating blows to the enemy on their own initiative without having to be told what to do..:)

For example here's a screenshot from a CM Black Sea tournament game which I hosted.
I've pushed a couple of tanks into an enemy village and get a warm fuzzy feeling from knowing my tanks AI will engage any units they see without having to be ordered to fire-
And voila, my tank at bottom right rounds the corner of a house, sees an enemy and automatically clobbers it without me having to micromanage it..:)

http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/BS-tourn-Artym-psa_zpsa3kp56mx.jpg~original

Okay, that's why I started this thread, to ask you guys if the Perry will do that, and your answer is "No it won't, it has to be micromanaged".
In other words, if the Perry detects an enemy vessel at sea, it won't fire Harpoons at it unless you order it to, and it also won't fire SAM's in self-defence against incoming skimmers unless you order it to. (It will however fire its CIWS if set to 'auto' but that's all it'll do)
So my question has been answered, and indicates that DW is for players who like micromanaging.
I shall now go and have a cup of hot sweet tea then flop out on the settee to watch some "Destroyed in Seconds" vids..:)

biosthetique
08-24-17, 03:48 PM
Micro-Managing is a definition that varies according to one cerebral capabilities. If it is overloading for one, one call it Micro-Management. If it is not overloading for one, one call it Management. There are so many thing to do on a warship or a frigate that I would say that, what is specifically required of you in DW is more a management capacity than a micro-management capacity.

Now, if instead of throwing at us your irrelevant credentials (This is a NAVY forum, not ARMY) and playing the offended virgin, you would have started to tell us, that all you wanted to do was to maneuver around some ships in a naval battle and not worry about anything else, we would have been happy to point you out to the right directions.

For example we would have mentioned from Storm Eagle Studios, "Distant Guns RJW Enhanced" and "Jutland" from the same studio. http://www.stormpowered.com

You see, there is no need to brandish old COMBAT MISSIONS competition's trophies...Besides it is not because of what you accomplished once in 2003 that you can accomplish it again in 2017, and that it will supply you with better answers. You are only as good as your last mission! Glory does not last.:salute:
BTW, POS, why did you crop out the CONTROL MENU in the bottom of your Combat Mission Black Sea picture?...lol!
PS: As you can see in the pics, the commands to the ship are simple. Would that be all SIR?

PoorOldSpike
08-25-17, 05:22 PM
..there is no need to brandish old COMBAT MISSIONS competition's trophies...Besides it is not because of what you accomplished once in 2003 that you can accomplish it again in 2017..

Remember mate, if someone is blessed with a magnificent tactical brain (as I am), that superhuman talent extends into land, air AND naval combat, for example I'm currently on the 'Towards Berlin' development team, here are a couple of screenshots of a Hunt Class destroyer I've been testing, I've ordered a LEFT turn, but as you see it's heeling over the wrong way, they'll have to fix that!-

http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/AA3-towb-Hunt1l_zpsnc0id5al.jpg~original


Gun calibration tests-
http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/AA3-towb-Hunt4_zpsjwrwtrsi.jpg~original


My hallowed silver trophy may have been won 14 years ago, but rest assured I've topped a number of other wargame leagues on a regular basis since then, and my incredible tactical brain is as razor-sharp as it ever was, and I've been a moderator at several wargaming clubs over the years like this one-

http://i53.photobucket.com/albums/g64/PoorOldSpike/fgm-bannerB.png


PS- to clarify, Dangerous Waters is an excellent warship simulator for small engagements, but with larger battles some players might not like having to frantically clickfest to try to handle multiple threats at the same time.
However it's still better than the big expensive buggy/glitchy CMANO/Inferno/ Chains which I'm ripping to pieces in threads at the Matrix and Armchair General forums..:)-

biosthetique
08-25-17, 08:45 PM
PS- to clarify, Dangerous Waters is an excellent warship simulator for small engagements-

DW is not a Warship Simulator, but an ASW centered Naval Warfare simulation...You missed again!:haha:

I am glad to know you are having fun with Arma3 and its mod "Towards Berlin".
I am also glad, that we were useful, by answering your questions.:Kaleun_Salute:
Any questions with Naval War Artic Circle?...But that would be on another thread.
Don't forget the tip!:Kaleun_Wink:

PoorOldSpike
08-25-17, 10:18 PM
DW is not a Warship Simulator, but an ASW centered Naval Warfare simulation...You missed again!:haha:
..Any questions with Naval War Artic Circle?...

1- If DW is not a warship simulator, I'm Mary Poppins..:)
2- As for NWAC, I've got it but it's a tad too arcadey for me.
Thanks for the link to Stormpowered games, but WW1 and WW2 naval games are not my cup of tea because they're boring and just shell the krap out of each other, I prefer modern stuff with little missiles and things that go whoosh..:)

Polak2
08-26-17, 05:07 AM
Despite some little roughness here and there you guys made very interesting, informative and good debate. Thank you and please have a go on any other DW topic.:Kaleun_Applaud:

Despite some shortcomings, this already decade old Naval Warfare simulation was, and still is, pretty much pinnacle of the development for this type of computer simulation and I really doubt very much that it can, or will be topped by some other similar future title ...ever.

My only regret is that Sonalyst left so reasonable little in form of information and records about development process, design philosophy as well as user tools and file structure data of surrounding world and environment. Which, in a hindsight,perhaps would better serve longevity and legacy of their masterpiece.

I am soon approaching retirement age and really looking forward to spend some more time with DW and its latest mods. :Kaleun_Salute:

Julhelm
08-26-17, 05:40 AM
Well there's always Fleet Command if you want more of a big-picture command simulation.

p7p8
08-26-17, 06:21 AM
Fleet Command have much more "arcade micro-management" than DW :D

biosthetique
08-26-17, 11:25 AM
1- If DW is not a warship simulator, I'm Mary Poppins..:)

Nope, but you are a cheap simulator!:Kaleun_Applaud:...:haha:

biosthetique
08-26-17, 12:13 PM
My only regret is that Sonalyst left so reasonable little in form of information and records about development process, design philosophy as well as user tools and file structure data of surrounding world and environment. Which, in a hindsight,perhaps would better serve longevity and legacy of their masterpiece.

Very good observation Polak2.

PoorOldSpike
08-27-17, 04:23 AM
..I am soon approaching retirement age and really looking forward to spend some more time with DW and its latest mods. :Kaleun_Salute:

Good for you mate, I took early retirement at age 60 a few years ago and I've never been happier now that there's not that unpleasant thing called "work" getting in the way any more, because now I can spend nearly every waking hour on the computer surfing around, and playing wargames. The only times I have to go out are to do my shopping chore at the grocers, but the upside is that I can spy on the shopwomen between the cans of baked beans.
HEY GUYS, I'm liking DW more and more since creating my own sensational "high command level" missions myself in the Editor, I'll post a few screenshots later when I've refined the structuring.
Meanwhile did I hear there's a mod which includes new "controllable platforms"?

Retirement is one long coffee break..:)
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/hitl-escap.jpg~original

biosthetique
09-01-17, 09:18 AM
Remember mate, if someone is blessed with a magnificent tactical brain (as I am), that superhuman talent extends into land, air AND naval combat, for example I'm currently on the 'Towards Berlin' development team,...My hallowed silver trophy may have been won 14 years ago, but rest assured I've topped a number of other wargame leagues on a regular basis since then, and my incredible tactical brain is as razor-sharp as it ever was, and I've been a moderator at several wargaming clubs over the years like this one-

WOW!:Kaleun_Applaud: