View Full Version : How is the DW Sim working with the new 1.03 Beta patch?
How is DW playing with 1.03b? Addressed to the Vet players :D
Lane :D
Is it me ? But started Kilo Demo mission and seems like all the stations
are dark? Like the red lights are on inside Just looks dark?
Lane :D
XabbaRus
11-24-05, 12:04 PM
works fine for me.
I checked the Demo Kilo panels Look about the same :D
guess could be my Gamma settings ? Could be my imagination :D
Not trying to be nit picking :D
Glad it is working
Leaving to go to daughter's for Thanksgiving
Have a good one
Lane :D
goldorak
11-24-05, 01:10 PM
I checked the Demo Kilo panels Look about the same :D
guess could be my Gamma settings ? Could be my imagination :D
Not trying to be nit picking :D
Glad it is working
Leaving to go to daughter's for Thanksgiving
Have a good one
Lane :D
Uhm, no you're not the only one having problems with the gamma setting.
On my rig DW without the beta patch doesn't have any gamma problems, after the patch its a complete mess.
Everything is dark, can't see the submarines, consoles etc....
I have to configure the gamma directly on the dangerous waters .ini file but after exiting the game the desktop becomes to bright and doesn't automatically go to its default gamma.
Oh, well its the price of the beta patch, hopefully this won't happen in the final version. :zzz:
My DW is the stock version without any kind of mods.
DivingWind
11-24-05, 01:43 PM
I have no such problems...
FERdeBOER
11-24-05, 01:57 PM
Me neither
I don't have a gamma problem, but I have another gamekiller to cope with.
I've only tried the ffg, but it has some serious issues as far as speed goes. The only two reliable ways to set a specific speed is "all stop" and "flank" (though I haven't tried reverse)
The rest sometimes gives the speed you want but usually not. By numbers or keypad or by taskbar or by throttle, the text and speech acknowledgement say the correct speed, but the actual speed you get (which can be read off the throttle control) is somewhere 25-75% of the speed you entered.
(4 knots became 1, 17 became 12)
(Is this a side effect of the torpedo speed fix I read about? Was it a "shortcut fix"? Sorta like fixing a car that drops its tires with duct tape? :88) )
DivingWind
11-24-05, 03:05 PM
MaHuJa,you are right about FFG speed! How annoing! I ordered 12 knots and instead of doing 12 knots ship speed actually dropped to 8kts!
Alex Nenadic
11-24-05, 03:29 PM
Took my 688i forever to get from 200ft to 100ft. Went back to 200ft in no time however. :o
XabbaRus
11-24-05, 03:31 PM
Actually it should be the other way round.
DivingWind
11-24-05, 03:36 PM
Looks like the new patch is denying all laws of physics! :lol:
LuftWolf
11-24-05, 04:12 PM
Actually it should be the other way round.
Why *should* it be the other way around? ;)
For those who have problems with gamma settings :
in the dangerouswaters.ini file, go to =>
[Graphics]
.Gamma "0.89"
this is my gamma setting
the lower the gamma value, the brighter the screen.
1 is average, 1.xx is lowering gamma and 0.xxx make it higher.
you can try yourself different values to find the good one for your screen.
just insert value inside the 2 "" in front of .Gamma
goldorak
11-24-05, 04:15 PM
Actually it should be the other way round.
Why *should* it be the other way around? ;)
I immagine its because submarines have a positive buoancy so that going down is more slow than going up.
XabbaRus
11-24-05, 04:17 PM
No other things...
Ah doesn't matter.
FERdeBOER
11-24-05, 04:18 PM
I supose the answer is "yes", but, have you instaled the patch on a clean install?
LuftWolf
11-24-05, 04:18 PM
That's not what I meant... :88) :damn:
:-j
Like Xabba said, doesn't matter...
But the subs should be much more nimble between 250-0 ft going up and down.
Fandango
11-24-05, 04:59 PM
Mhm...but how couldn't the beta team find out all these things?... :-?
SmugFish
11-24-05, 05:17 PM
I have the same problem with the speed settings for the OHP FFG. It seems almost random what speed you get. I did a clean install of BETA 1.3 over a clean install of 1.00 on a new machine. No mods ever applied. Oh, well. It'll just take them a couple more days to find and fix the bug... I'm glad they gave us a chance to find this one.
XabbaRus
11-24-05, 05:51 PM
This is a beta patch guys.
So don't get all het up yet.
Use your imagination and find a way around it.
Annoying, yes a killer no.
I can't say more. Sorry.
Fandango
11-24-05, 06:02 PM
This is a beta patch guys.
So don't get all het up yet.
I don't think anybody here is upset about the technical problems...it's clear it's a beta version of 1.03. Good that SCS is letting us test it...what if we can give our little contribution to the final version?... :know:
Amizaur
11-24-05, 10:41 PM
The problem with FFG speed may be caused by fix of acceleration bug. In 1.01 subs were accelerating too fast and changes in thrust profiles had no effect. After the bug is fixed acceleration is reduced to more realistic values (for subs) and maybe too low for FFG (which accelerated almost right in 1.01) but this is no problem because now platform acceleration can be adjusted at will by changes in thrust profiles, so FFG can be fixed easily. FFGs propulsion seems to be little too "weak" now so it even don't reach set speed at rough seas, when ordered flank in Nth Atlantic Convoy the highest number I've seen was 23kts and 24 for a second. But can real FFG achieve it's max speed in rough seas ? Maybe not ?
But try the Seikan Tunnel mission, with calm sea, and speed settings seem to be all right now, and ship is again capable of 29kts too.
Anyway, the FFG too slow acceleration and too "weak" propulsion can be easily fixed without any more game engine changes, only by adjusting it's database thrust profile! :up: The change of FFGs propeller diameter to the right value of 5 meters is more than enaugh for that :)
I know my ship (175' buoy tender) is slower in rough weather. We set the throttles for shaft rotations and hope for the best, some days we get 12kts rough days we get 10kts. It seems to me that if thats whst DW's model is reproducing them its very realistic. Otherwise all else is fine on my end.
Krasch
LuftWolf
11-24-05, 11:37 PM
Just as Amizaur has said, increasing the prop. diameter for the FFG from 3 to 5 does in fact fix this problem. :up:
If SCS doesn't resolve this, we will for LWAMI 3.0, no problem at all there! :rock: :arrgh!:
Fixed my screen darkness In my INI file gamma the was no value set.
So I set it to Gamma ".89" Kilo screens look ok now :D
Thank's OKO for the info on possible setting's. used your setting.
Lane :D
Bellman
11-25-05, 01:17 AM
Xabberus/a/um :- :lol:
works fine for me.
No other things...
Ah doesn't matter.
I can't say more. Sorry.
If you are in a 'priviledged '(?) position and honour-bound not to talk why comment, hesitate and then shut down ?
Was it just a display - you 'ole teaser ? :rotfl: :-j
Fandango
11-25-05, 03:22 AM
FFGs propulsion seems to be little too "weak" now so it even don't reach set speed at rough seas, when ordered flank in Nth Atlantic Convoy the highest number I've seen was 23kts and 24 for a second.
But that makes sense. There's nothing wrong in it...
LuftWolf
11-25-05, 03:29 AM
The problem with the way it is now is that the FFG loses too much speed on turns and in even moderate seas.
The OHP is like a little hotrod roadster, it shouldn't be nearly as depenant on ocean conditions as some other vessles, due to its streamlined hull and high power to weight ratio. I would think that it is capable of reaching top speeds in all but very high seas.
Fandango
11-25-05, 03:40 AM
I would think that it is capable of reaching top speeds in all but very high seas.
Well, only somebody who works on an OHP can tell us what the performances in turning and rough seas are...we can only make assumptions here...
XabbaRus
11-25-05, 04:40 AM
Agree with Fandango here....
Bellman
11-25-05, 04:48 AM
There was a lot of air in the Summer on sub dynamics, concluding with the following-
Jamie:I read that post on Battlefront as well and I'm not sure how much could be tweaked in the DBs to produce the results Marconi is critiquing (but perhaps quite a bit could be done)?
http://www.subsim.com/phpBB/viewtopic.php?t=40119&highlight=depth+changes
http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=41;t=000361;p=0
LuftWolf
11-25-05, 05:12 AM
Well, I've "fixed it." So there. :P
So if you want your FFG to go 24 kts tops in Level 3 seas and make turns at 6kts, then don't use the mod. :up:
Which I know you don't anyway, Xabba... so I'm doing for those who do, and I give them a big thanks for that as well! :rock: :arrgh!: :D
As a Frigate driver I can tell you,
That would not make sense to loose so much speed.
Again at a max turn the max loosing speed would be 6 to 7 kts for an OHP (even considering it is a single shaft)
so at max speed passing from 29kts to min 22-23 kts (with 30 deg of helm). Not going down to 9 kts like it is/was doing.
In rough sea that should not affect that much.
Really hope it can be fix
Mau
LuftWolf
11-25-05, 05:20 AM
The speed in higher seas, yes. In fact, I've already done it!
And thanks Mau! :up:
If someone thinks that a ship that makes 41,000 SHP and weighs 4,100 tons loses 5 kts in five foot seas, then I'm not going to make much of an effort to try to convince them otherwise. ;)
Hi
I haven't had much time to try out the beta 1.03. One thing is puzzeling me though. When in game and on the different stations in a sub I get a slight high pitch sound. After turning of sound in game I located this to my computer! :huh:
It wasn't there before in DW and is not present in other games. Changing between station alters the sound a bit, but mostly high pitch. Is this my HDD working, and if so why? Anyone else experience this?
Cheers Porphy
Zerogreat
11-25-05, 10:14 AM
HDD should not produce high pitched sounds ... it could be your monitor, mine too pruduces sometimes very high pitched sound, but only sometimes when running on low resolution, which is not often.
So LF,
Are you saying that you ``fixed`` the speed thing with the FFG?
I thought some times ago you said that would involved may be some bigger tweaked.
Let me know, if you did it , you are the greatest!!
So the FFG now is not loosing more than 6-7 kts now from a hard turn (30 deg of helm?)
That was put in the 2.03 Mod?
Mau
LuftWolf
11-25-05, 12:16 PM
No, I fixed what I was able to fix with the thrust prop diameter. So from 1.03 to the Mod 3.00 Beta, the FFG now maintains speed and accelerates how it should.
In terms of the turning of the FFG, it is still going down to 8-9kts... however the circle it makes is not much bigger in diameter than the length of the boat, so perhaps it is the rudder effect that is too strong.
When you guys made donuts in the FFG, how wide is the circle the frigate makes at 20-24kts of forward speed?
LuftWolf
11-25-05, 01:14 PM
BTW, the new sonar model kicks ass! :rock: :rock: :rock:
We now have a whole new toy to play with! :up: :up: :up:
Thank you SCS! :D :arrgh!:
goldorak
11-25-05, 01:19 PM
BTW, the new sonar model kicks ass! :rock: :rock: :rock:
We now have a whole new toy to play with! :up: :up: :up:
Thank you SCS! :D :arrgh!:
Being no expert, could you explain in simple terms what are the improvements on the new sonar model. ?
The diameter of a turn should be in the order of 600 to 800 yards which should be about 5 to 6 times the lenght of the ship.
I am pretty sure (will double check my notes)
So what did you change then for the speed if it was not for the turn.
You mean there is no more slight variation of speed (even with currents or against very strong winds?
Thanks
Mau
LuftWolf
11-25-05, 01:43 PM
Goldorak, I am no expert in sonar either... however, the sonar model in DW 1.01 was a very simple model that did not account for environmental conditions in precise ways, instead by only adding fixed modifiers to detection ranges, and in some cases this worked to produce the feeling of sonar operation and in some cases it didn't. The effect was to have sonar model that was very predictable. You could look at three or four simple variables and be able to detect just about any detection range for any situation, because that was essentially how the model worked: x+y-z/a=d.
However, now what we have is an actual, functional model of how sound propagates in various environmental conditions and the ways in which this effects sonar. So it is no longer possible to simply have a few pieces of information and be able to figure out exactly what will happen. Now, even if you have a lot of information, the actual game effect will be not nearly predictable in the way it was previously. In short, the game now has a sonar "model" rather than a sonar "approximation."
Mau,
I have increased the FFG acceleration by fixing its prop size to the proper diameter. The physics model still effects it the way it should, but you no longer have a weak propeller, meaning that the thresholds that slow the FFG down have been raised, so, for example in Sea State 3, you can still achieve flank, as with stock 1.03 you were only able to go about 24kts in moderate seas, which seemed too slow to me anyway for a ship such as the OHP. Also, during turns, the FFG would lose more speed than even in 1.01.
My logic for making these corrections was that since the physics engine was changed, but the database was left the same, there was no necessary connection between what was in the database and what is now in the game. I'll say that I believe it was simply an oversight by the developers and I have reported it as a "bug." So they can take care of it, or not, but the fix is very easy, so I have gone ahead and taken care of it in the Mod BETA.
In terms of the turn performance you are talking about, if you set the FFG to make a 600 to 800 yard circle, you will get the performance you describe. This has been the same since 1.01. However, when you set 25 degree rudder in DW at flank, you get a circle of about a boatlength in diameter and the speed drops to 9kts. Now, I find it very hard to believe that such a circle is possible to make at 24 kts, and what you say seems to confirm this. So, the issue here seems to be that the rudder is way too efficient in creating a turn, and the FFG decelerates because of that. However, like I said, if you set the FFG to make a 600 to 800 yard circle, you will maintain the speeds you are describing.
So I believe the issues is that the handling of the FFG has been simplied somewhat. Perhaps you can make such a tight turn in the FFG at 8-9kts, but you need to have a different real life setting than flank and 25 degrees rudder. In the game you can make a 600 to 800 yard circle at 22-24 kts, but not with the settings you would use in RL.
So you can do everything you are describing, but the in game inputs are different than what a real FFG helmsman use to make those maneovers.
I think that makes sense. :doh:
LuftWolf
11-25-05, 01:52 PM
Hmm... I think I may have found the problem.
The smallest circle it is possible to set with the FFG rudder is at 5 degree deflection... and that circle is only 200-300 yard across!!!
I think I maybe able to fix this with a combination of thrust and turn radius. :hmm:
More testing being done right now. :ping:
LuftWolf
11-25-05, 02:02 PM
Well, I've been able to fix the problem by increasing the turn radius for the FFG by a phenominally large degree over the standard value in the database... from 500 to 3000.
Now, this is good and bad.
The good is that I have gotten exactly the turning performance that you have described... well a little more speed lost, goes down to 19kts but that could be corrected by adding an even larger turn radius, and a circle the size of that you have described for full rudder deflected.
HOWEVER, the negative side of this is that it makes the FFG autopilot, used on turns to bearing and for the AI, completely broken.
So, I can get what you are saying to happen in the game, but the game is clearly not designed for that to be the case.
I need to do more testing, but I am afraid in this case the cure is worse than the disease. :cry:
Thank you very much for everything you are trying here!
I'll be following that closely
Fandango
11-25-05, 07:08 PM
I've installed Patch 1.03BETA from a FRESH reinstall of DW and I get version 1.00 in the starting screen. I believe SCS will change that number when the official version of the patch will be out... :hmm:
LuftWolf
11-25-05, 07:10 PM
Somethings not right for you then, I get 1.03 when I load the game.
XabbaRus
11-26-05, 04:51 AM
Well, I've "fixed it." So there. :P
So if you want your FFG to go 24 kts tops in Level 3 seas and make turns at 6kts, then don't use the mod. :up:
Which I know you don't anyway, Xabba... so I'm doing for those who do, and I give them a big thanks for that as well! :rock: :arrgh!: :D
WTF, I'm not criticising you. You fixed it great. I fixed it to0.
I don't get why you had to right that with all those smilies..
Alex Nenadic
11-26-05, 06:41 AM
The sub handling has gone to hell for me. So far I've only tested it with the 688i, but it takes the sub FOREVER to change depth. Literally it dives 1 ft per every 5-10 seconds. At best that works out to a 20 minute descent to 250 feet. :o
The acceleration is FUBAR as well, going from 0 knots (ice surfacing) to 5 knots didn't work at all. Only managed to get it up to 5 by ordering flank speed and then stopping the dial once it hit 5.
Bellman
11-26-05, 10:02 AM
Alex you are right about the depth change 'hell'.
I reported in July that the depth change delays in DW had changed significantly from SC. Akula2 + 250% SW + 330%.
Just run the SW through depth changes from 300 ft to 100 ft and return. The new figures are below , with DW 1.01 bracketed.
Ascend at 14 knots from 300 ft -to 100 ft - 1min 33 secs ( 2 mins 19 sec) An improvement.
Descend at 14 knots from 100ft to 300 ft - 6 min 10 secs (2 min 19 secs.) A MASSIVE increase. :hmm: :yep:
I seem to remember 'someone' getting a bit peevish about performance reports before. :damn: :arrgh!: :hulk:
Fandango
11-26-05, 11:24 AM
Somethings not right for you then, I get 1.03 when I load the game.
I'll reinstall then... :88)
LuftWolf
11-26-05, 01:52 PM
Well, I've "fixed it." So there. :P
So if you want your FFG to go 24 kts tops in Level 3 seas and make turns at 6kts, then don't use the mod. :up:
Which I know you don't anyway, Xabba... so I'm doing for those who do, and I give them a big thanks for that as well! :rock: :arrgh!: :D
huh?, I'm not criticising you. You fixed it great. I fixed it to0.
I don't get why you had to right that with all those smilies..
Sorry Xabba... you're right. :oops:
I thought you were advocating for leaving it as it was and not reporting it to SCS as a bug. :dead:
Being no expert, could you explain in simple terms what are the improvements on the new sonar model. ?
take a look here =>
http://www.subsim.com/phpBB/viewtopic.php?t=45663
you will see some consequences ofthe new model.
Amizaur
11-26-05, 06:58 PM
The acceleration is lower than it was (and closer to real values I believe) but more importantly it's ADJUSTABLE now (which it wasn't in 1.01) so SCS or mod makers can set it to any value they want. If you order screw rotations for 5kts then no wonder that acceleration is low, and it takes quite long to reach those 5kts. And nothing strange in fact that if you order flank, you get those 5kts faster :-).
The sub diving... is bugged now (everyone sees that) but that's why it's beta patch only :-), just work in progress :-).
XabbaRus
11-27-05, 04:33 AM
It's still a bug because the ordered speed thing still exists.
when you ask it to go to a slower speed it always goes to a speed one know below what you ordered.
Fandango
11-27-05, 04:44 AM
The sub diving... is bugged now...
What do you mean?...
Amizaur
11-27-05, 02:58 PM
Try to dive a sub from the surface and you'll see ;)
Sub Sailor
11-27-05, 05:22 PM
The Towed Array, on at least the US Subs, the only ones I have tried to date, is really slow. Towed Arrays should deploy and retieve at a rate of about 21/2 to 31/2 min. depending on the Array, the Pelamida usually took about 1 min. Now on US Subs that speed is very close to real world.
Changing depth, Subs go down fast, that is how you get yourself out of trouble. Nuke boats do not have a negative tank, but they are bult to submerge, they will attempt to dive at high surface speeds if not watched.
The way DW is setup now the US Subs are way to slow on any depth changes. Some one talked about buoyancy, on the surface the subs weight is less than its buoyancy. When you open all vents on the dive the boat sinks like a rock. Once submerged and at depth the buoyancy is controlled by the trim tanks. The MBT are full of water and the vents are shut. The sub is kept at depth by trim tanks, planes and speed. You want to get down flood the trim tanks and go to full dive and believe me you are going to down. The COW on orders from the Conn will adjust trim and weight by pumping into or out of the trim tanks, the trim tanks -usually- are around 1/2 full.This setup now in DW is wrong. Also a nuke boat can do an airless surface by using it's engines to literally drive the boat to the surface, not the same as emergency blow and honestly it's rather fun. You can get about half the boat out of the water. Got to watch it so it don't slide back on you.
The prsent setup of 1.03 makes know sense at all.
Repectfully,
Ron Banks MMCM(SS), USN(Ret)
Alex Nenadic
11-27-05, 06:29 PM
This might be related (and the reason why you cannot do a non emergency blow surfacing), in DW one cannot control the ship's trim angle. At the same time, the AI attempts to always keep it at 0°, or as close to 0° as possible.
This is constructive criticism guys, I am not trying to be an ass. :up:
Ghost Dog
11-27-05, 09:33 PM
Yeah, i'd say its a bit too slow. Submarines use thier planes to 'fly' underwater while maintaining neutral bouyancy. Most modern subs might go as much as +20/-20 degrees in angle to change depth, probably more in emergencies.
So, whats the deal? is this a game balance issue to keep us from changing depth too fast in MP games?
coming to periscope depth is becomming a pain in the a$$.
LuftWolf
11-27-05, 10:03 PM
It's almost certainly not the way now that it was intended to be.
Fandango
11-28-05, 03:18 AM
Try to dive a sub from the surface and you'll see ;)
But again, is it too slow for "our" tastes or is it not consistent with a a "real" behaviour?. I assume subs are not stones and I assume that even speed is important when changing depth...
P.S. Please, indicate in bold your opinions...it's difficult to tell what an opinion and what the stating of a real fact is especially if you express your opinions as if they were the ABSOLUTE truth... :damn:
I think Ron's post above is the answer as far as real life behaviour goes.
stormrider_sp
11-28-05, 06:13 AM
Make my depth 800ft, 0 degree down bubble!
:huh:
Sub Sailor
11-28-05, 07:29 AM
My comment on changing depth is based on actual experience.
Nuke boats don't usually do the crash dive of the old WWII movies or that were real back then. We were never really on the surface that much, besides the boats true element is underwater, and it rides a heck of a lot better.
You can and do change depth quickly, read the things people have written about torpedo evasion. The present setup makes that impossible.
Also you have to be able to deploy or retrieve the Towed Arrays and the antenna just as fast for the same reason.
consider this order-all head flank, make my depth 1000 feet do not cavitate, that means you go down really fast. Right now DW can do that.
Respectfully,
Ron Banks MMCM(SS), USN(Ret)
sonar732
11-28-05, 11:15 AM
Don't forget the angles and dangles evolution Ron! :up:
moose1am
11-28-05, 02:15 PM
Just wondering outloud here.
If you can change the size of the propeller to increase the thust in the game can you then DECREASE the size of the rudders to make the ship turn less to keep the speed up and increase the turn radius? Just wondering if you thought of this and secondly if it's possible to do in the data base. Again just thinking out loud.
Goldorak, I am no expert in sonar either... however, the sonar model in DW 1.01 was a very simple model that did not account for environmental conditions in precise ways, instead by only adding fixed modifiers to detection ranges, and in some cases this worked to produce the feeling of sonar operation and in some cases it didn't. The effect was to have sonar model that was very predictable. You could look at three or four simple variables and be able to detect just about any detection range for any situation, because that was essentially how the model worked: x+y-z/a=d.
However, now what we have is an actual, functional model of how sound propagates in various environmental conditions and the ways in which this effects sonar. So it is no longer possible to simply have a few pieces of information and be able to figure out exactly what will happen. Now, even if you have a lot of information, the actual game effect will be not nearly predictable in the way it was previously. In short, the game now has a sonar "model" rather than a sonar "approximation."
Mau,
I have increased the FFG acceleration by fixing its prop size to the proper diameter. The physics model still effects it the way it should, but you no longer have a weak propeller, meaning that the thresholds that slow the FFG down have been raised, so, for example in Sea State 3, you can still achieve flank, as with stock 1.03 you were only able to go about 24kts in moderate seas, which seemed too slow to me anyway for a ship such as the OHP. Also, during turns, the FFG would lose more speed than even in 1.01.
My logic for making these corrections was that since the physics engine was changed, but the database was left the same, there was no necessary connection between what was in the database and what is now in the game. I'll say that I believe it was simply an oversight by the developers and I have reported it as a "bug." So they can take care of it, or not, but the fix is very easy, so I have gone ahead and taken care of it in the Mod BETA.
In terms of the turn performance you are talking about, if you set the FFG to make a 600 to 800 yard circle, you will get the performance you describe. This has been the same since 1.01. However, when you set 25 degree rudder in DW at flank, you get a circle of about a boatlength in diameter and the speed drops to 9kts. Now, I find it very hard to believe that such a circle is possible to make at 24 kts, and what you say seems to confirm this. So, the issue here seems to be that the rudder is way too efficient in creating a turn, and the FFG decelerates because of that. However, like I said, if you set the FFG to make a 600 to 800 yard circle, you will maintain the speeds you are describing.
So I believe the issues is that the handling of the FFG has been simplied somewhat. Perhaps you can make such a tight turn in the FFG at 8-9kts, but you need to have a different real life setting than flank and 25 degrees rudder. In the game you can make a 600 to 800 yard circle at 22-24 kts, but not with the settings you would use in RL.
So you can do everything you are describing, but the in game inputs are different than what a real FFG helmsman use to make those maneovers.
I think that makes sense. :doh:
moose1am
11-28-05, 02:32 PM
Try this. Delete the game from you computer using the add remove programs in the control panel. Check the hard drive using the Explore from the right click start menu and check for any directory's that are left on your hard drive. Delete any DW directories. Check the registry with regedit and make sure that you do a system restore before you make any changes. ie back up your registry in case you screw anything up. Now look for any DW related entries in the HKEY_Local_Machine\Software registry key. Hopefully there won't be any DW keys left after you removed the game with the control panels add/remove function. But just in case the programmers didn't program the delte game to remove this item from the registry you can remove it manually.
Now do a search for any *.TMP files on your hard drive. Start-Search-All files and folders- Enter the value *.tmp in the search box and then press the enter button. Highlight all temp files found using the mouse to click and highlight one of the tmp files in the list then use Shift A to highlight all the tmp files found. Delete any and all tmp files that are found. Some may not be deleted so don't worry about them. They could be part of your firewall. ZAP won't let me detete some tmp files for that program this way.
Go to any program that is setup to start automatically on your computer at boot time. Try to disable any download accelerator programs, firewalls or virus checking software so that the next time you boot up it's not in memory.
Reboot. Check to see if any programs are running in memory. If so shut them down using the tast manager. Ctrl Alt Det ONE TIME ONLY to open the task manager.
Now go and redownload the patch from a safe download site. The reason for this is that sometimes if you have a virus checking program, firewall or other software running when you download a file it can corrupt the file download. By shutting down all the running applications before you download the file you eliminate this problem.
Now install the DW game from the Game CD. Reboot. Make sure that all if off. ie shut down any programs that turned on after the reboot.
Now install the newly downloaded patch 1.03. Reboot.
Now you should be good to go.
The reboots are important so don't skip them.
I learned these procedures a few years ago when I was a member of the microsoft gaming zone. The Zone Sysops drilled this into my head. I have downloaded so many games over the years and patchs that I have learned to take my time and install them properly the first time. Even if it takes a bit longer it can help insure that you get a good install the first time.
Remember that program A running on your windows systsem has no idea that program B may want to use some of program A's memory when it's installs. So why take a chance to ruin program B's install by keeping A in memory?
I've installed Patch 1.03BETA from a FRESH reinstall of DW and I get version 1.00 in the starting screen. I believe SCS will change that number when the official version of the patch will be out... :hmm:
Fandango
11-28-05, 05:51 PM
I've installed Patch 1.03BETA from a FRESH reinstall of DW and I get version 1.00 in the starting screen. I believe SCS will change that number when the official version of the patch will be out... :hmm:
I solved my problem: my hard disk is divided in two parts (C: and D:) and the patch was installing on disk C: while the game is installed disk D:... :lol:
Deathblow
11-28-05, 10:39 PM
Love the new accelerations.
One bug I noticed in my official test run of the patch was that a sailboat was partial submerged, with only a portion of its sail out of the water, and was streaming ahead at a odd angle to the bow.
Anyone else confirm or refute this bug?
ps) Is there an offical 1.03beta bug thread?
LuftWolf
11-28-05, 10:55 PM
In moderately high seas, that can happen to sailboats and other very small craft.
I've seen that sort of stuff fairly commonly in all DW versions.
Sub Sailor
11-28-05, 11:37 PM
Sonar I had forgotten, dam they were fun. We all use to really enjoy them. Ah the good old days. They were one of the first things we do when leaving on deployment, you would sure find out if you had everthing stowed. Also who could take the biggest angle without spilling your coffe.
Thanks for the memories shipmate :rock:
Ron Banks MMCM(SS), USN(Ret)
I don't think they had yet tested the ffg when they released the beta patch. Among the things that's screwed over completely, is TMA.
AutoTMA seems to have all targets locked at 10 knots, 10000 yards. There is no lock option for speed in the tma screen, and the range is off.
Once the tma plot is cleared, manually or reaching the edge on auto, the tma won't accept new lines from contacts existing before then. You have to drop and reassign.
That is pretty bad then.
I am playing mainly with the FFG.
Won't install the 1.03b then
Please SCS, fix this!!
Anybody else noticed that
LF, you saw the same thing with your 3.0 Mod on top of this Beta 1.03?
I don't think they had yet tested the ffg when they released the beta patch. Among the things that's screwed over completely, is TMA.
AutoTMA seems to have all targets locked at 10 knots, 10000 yards. There is no lock option for speed in the tma screen, and the range is off.
Once the tma plot is cleared, manually or reaching the edge on auto, the tma won't accept new lines from contacts existing before then. You have to drop and reassign.
We'll take a look at this, thanks MaHuJa. :cool:
gilbertf
11-30-05, 01:31 PM
Works fine for me. Like it :yep:
LuftWolf
11-30-05, 02:26 PM
Mau,
The mod doesn't effect the way that the interface works, which is what controls things like the TMA station.
The things changed in our mod are the database, which controls the various parameters of platforms, weapons, sensors and other game objects, and doctrines, which alters AI and weapon behavior.
Sub Sailor
11-30-05, 06:47 PM
Gentlemen;
I just now played a quick mission-688i-Tonkin Gulf- target is a Typhoon.
My system is Pent 4, Nvidia GeForce MX 5500 128mb, 512 Ram, Direct X 9c, latest drivers, SB live.
Depth control is nill, I lost because after I launched two MK 48s I attempted to clear datum, There was 575 feet under the keel, I put in 450ft and a speed of 25 kts, the boat accelerated to 25 kts, and went right. through 450 feet and crashed. I had been fighting depth control for the whole mission, slow, and not settleing out at odered depth.
I am not trying to be negative but I say we have a problem.
Also I have LWAMI v2.03, DW sound mode,and of course QM region pack.
I hate to say it, but I never had any trouble until I but 1.03 beta on.
Repectfully,
Ron Banks MMCM(SS), USN(Ret)
Thanks Jamie for looking at it!
Gilbertf, are you saying that yours is working fine, or you are just being sarcastic becaus eyo don`t mind if the FFG is not working fine?
I don't think they had yet tested the ffg when they released the beta patch. Among the things that's screwed over completely, is TMA.
AutoTMA seems to have all targets locked at 10 knots, 10000 yards. There is no lock option for speed in the tma screen, and the range is off.
Once the tma plot is cleared, manually or reaching the edge on auto, the tma won't accept new lines from contacts existing before then. You have to drop and reassign.
I am looking into this. However, the first comment that I have is that because the FFG TMA has a ruler that basically locks the speed, a speed lock was redundant. The speed lock in the other platforms keeps the player from stretching the speed strip -- you cannot stretch the ruler by accident on the FFG.
I will get back to you about the rest of your issues. :yep:
Issue number 2. I don't see any problems with the auto TMA. All bearings only detections (from the EW) default to 10000 yards. The TMA autocrew moves the ruler around quite handily, but the red lines will all be the same length. Is this what you see? He also changes the speed as he moves from contact to contact. And he occasionally moves the ruler right off the paper if the range he calculates is too far. Other contacts that have a range, show up in a different color and have the proper range. If you see something way different from this, I guess I will need more information.
Now on to issue 3........
Issue 3. Well, I cleared the page and let the game run and all of the contacts the EW was monitoring eventually showed up again as he marked them. The contacts that I had made with ACTIVE did not show up because I did not put a tracker on them.
I definitely need more information to see what is broken if indeed the TMA is broken.
swimsalot
12-02-05, 01:59 AM
I have Dw 1.03 build 363; tried to play mp, I received an error satting different builds- other person had build 357.
What's going on here?
Help please
LuftWolf
12-02-05, 02:07 AM
The other person was using DW 1.01, as that is Build 357.
And if he says he is using 1.03, then he didn't apply the patch correctly.
Sub Sailor
12-02-05, 08:46 AM
I uninstalled DW, and reinstalled using 1.01 patch, QM Region Pack, The combined sound Mod (the big one), LWAMI v2.03, and palyed several QM's using the 688i. Depth changes are normal, the way they were before I tried the 1.03 Beta, Depth control was fine. I can only assume, at least on my computer the 1.03 Beta had a major impact on depth
changes and control. The Towed Array Deployment speed is still very slow, far slower than real life.
Respectfully,
Ron Banks MMCM(SS), USN(Ret)
OneShot
12-02-05, 10:10 AM
Yep, with the introduction of the 1.03BETA patch the diving of the subs in the range between surface and 200ft has been changed, however if you go below 200ft the diving rate is same or even increased over 1.01 levels. I think the resident Bubbleheads can elaborate further on that.
As for the last post of Swimsalot, I think he was refering to a dive we made where those problems surfaced. It later turned out that he forgot a step or so in the Dual Install of DW. Hence the incompability ... after he fixed that we could play without a problem.
Bellman
12-02-05, 10:18 AM
Bellman 1.03:Just run the SW through depth changes from 300 ft to 100 ft and return. The new figures are below , with DW 1.01 bracketed.
Ascend at 14 knots from 300 ft -to 100 ft - 1min 33 secs ( 2 mins 19 sec) An improvement.
Descend at 14 knots from 100ft to 300 ft - 6 min 10 secs (2 min 19 secs.) A MASSIVE increase. Hmmm yep :P
DivingWind
12-02-05, 11:17 AM
I have only one question! How or Why such obvious glitches (FFG speed and sub depth issue) was missed and put to patch? I understand its BETA patch,but still...
Molon Labe
12-02-05, 11:58 AM
Easy, man, we'll have the full version of the patch soon enough.
Without releasing the 'beta' patch, the retail buyers wouldn't be able to play with the people that bought the game last spring.
DivingWind
12-02-05, 12:03 PM
:doh: That's not what I asked! Why this patch was released with these issues?
goldorak
12-02-05, 01:08 PM
:doh: That's not what I asked! Why this patch was released with these issues?
Because its a BETA patch :stare:
Its not the final version, do you understand that, I think not.
Why did you download the Beta patch ?
Just wait like everybody else the final patch and stop bitching around.
Sub Sailor
12-02-05, 01:41 PM
Gentlemen;
It appears that people are becoming a little hot over this issue. A hallmark of this forum has always been civility and respect of each other and their opinons.
Ok there is a problem and it is frustrating, I agree, but we have done feed back and now lets give them a chance to respond. Would any of you mind if I make suggestion we take a step back take a deep breath and return to the Subsim Forum demeanor we have always shown in the past.
Hey we know they will fix it so lets help and just give them some time and obviousley continue offer positive constructive feed back.
Respectfully,
Ron Banks MMCM(SS), USN(Ret) :up:
DivingWind
12-02-05, 01:49 PM
:stare:? arrggg! I'm not bitchin'! I'm just curious!
Every one try to blow balast tanks while traveling max speed/max depth!
Then behold!
goldorak
12-02-05, 01:51 PM
:stare:? arrggg! I'm not bitchin'! I'm just curious!
Every one try to blow balast tanks while traveling max speed/max depth!
Then behold!
Sorry, I misunderstood your answer.
In any case, since the beta patch was a work in progress, scs has had from us a good feedback so we can be sure all the issues will be corrected for the final release.
No need to worry, just a bit a patience.
I am running DW 1.03 beta. I am no vet player but have playing
688(I) mission Sicilian wedding and I notice takes forever for the
Sub to get to 1254 ft with the Go deep order :D On the test dive
point I went to 800 ft and get the flooding and emg blow command
I clicked the Emg Blow handle down then back to up postion and boat
made a fast surface with speed increasing so much that I had damaged
to props but had fast repaire and is fixed :D Is the normal to get a large speed increase during the surface Any tips on how to reduce the speed
when you surface? Or just try to set it to stop or ahead 1/3 on surface
blow. :D Thank's for any tips
Regards
Lane :D
I guess there is no settings in DW that the player can excess to adjust
the deployment speed and retrive speed of towed array? and depth change speed If there was I guess you guys would have done it :D
I guess a dumb question. :-j :D I am sure Jamie and the SCS team will fix these things in the patch.
Lane :D
LuftWolf
12-02-05, 05:46 PM
Well, we can adjust the towed array deploy speed in the database.
I'll look at it, but I have never noticed it being a problem before. :hmm:
How long should it take to deploy a 5000ft towed array cable based on your experience?
drEaPer
12-02-05, 06:02 PM
I thought TA deploy speed is dependend on OS speed. Of course that doesnt apply for retreiving the TA.
Guys, I was just kind of going on what Sub Sailor said about the
deployment and retrive speed of the TA's? Those guys have been
on those Boats I think we have some post from ex- sonar men. who have been on SSBN's I was in Navy but not in Sub Service.
I am sure these things will be fixed it they need to in patch.
Correct me if I am wrong about having ex-sub sailors that post on this
forum. I am glad we have them ,that way we get work on getting DW
more Realistic. Nice to know the speed of TA's can be adjusted :D
LF, I never timed the TA's deployment or retrive speed. :D
Regards
Lane
On a ship it takes from 15 to 20 minutes.
So for those who thinks it takes long, well the reality is that.
ship?? SHIP???
I thought they were called BOATS???
LuftWolf
12-02-05, 09:21 PM
Not if you are talking about an Oliver Hazard Perry FFG-7. ;)
TLAM Strike
12-02-05, 09:24 PM
Not if you are talking about an Oliver Hazard Perry FFG-7. ;) Then they are called targets! :P
compressioncut
12-02-05, 11:53 PM
On a ship it takes from 15 to 20 minutes.
So for those who thinks it takes long, well the reality is that.
My catch all answer for the ORO when he asks how long the array is going to take to stream, and they always ask, is "45 minutes." But yeah, 20 minutes to half an hour is more likely. You can get a bad wrap or poor winch operator who fu...uh...messes things up.
They're talking about subs anyway - the SQR-19 is a much different animal, and so is the stowage and handling gear from what's on a sub. And, the most time with the -19/CANTASS is taken with the first 500 feet of cable scope. Adjustments for tactical purposes don't take much time at all because they are done at fast winch speed.
I have no idea how towed arrays are deployed/retrieved on boats.
At any rate, I was under the impression everyone was fine with TA deployment speeds because the game's scenarios don't lend themselves well to real-world stuff like that? You'd have the thing out hours or days before most of these ASW missions take place.
Not if you are talking about an Oliver Hazard Perry FFG-7. ;) Then they are called targets! :P
Nah, they're called torpedo sponges, or autonomous torpedo decoys. Everyone loves having an OHP or two in a SAG.
Sub Sailor
12-03-05, 12:53 AM
Lane;
When you emergency blow you have know control. About the best example can give, is one of those really high speed elevators in a skyscraper. Actually even faster.
You cannot hear any thing and the air keeps expanding as you go up. The one thing you have to worry about is sliding back, but there is wher propulsion comes in. You said you damaged the prop,unless you hit some thing that should not happen. Remeber the Greenville hit the Japanese Fishing Reseach vesse, on an emergency blow.
I can not verify this, but it was claimed that if you did an emergency blow form test depth, you would be dong close to 400 miles as hour when you hit the surface. I will tell you it is one wild ride.
Diving speed, I can not porvide a figure, but when you go down with a bell on you change depth quite quickly, fast than is curenly done in DW, now you are careful most of the time so you do not cavitate, and a steep anle can cause cavitaion.
Towed Arrays are faster than DW or SC has them, and you want to be able to retriev them and deploy them quickly. Here is what I remember, and believe me it has been along time, I would think there must be some "younger' submariners that would have better info; mine is old.
TB-16 2600 feet Deploys and retrieves in about 2 1/2 min.; TB-23 2950 ft. about 3 mins.; and the TB-29 3300 feet and takes about 3 1/2 min. Pelamida 100ft. aout 60 seconds, but that is strictly based on something I read. Now take take this to the bank because it is based on memory for our boats.
The current setup of DW to more accurately reflect, at least US subs capabilities- needs to have Towed Arrays deploy faster, and the boats dive faster.
I have been watching the planes, and I am going to try some manual control to see if that speeds up the dives. This ability is important in getting above and below the thermal layers and attempting to fool torpedoes.
Let me provide an example based on a real event-we were tracking a Oscar, in his baffles and about a mile back, stayed just above the layer and when he did a Crazy Ivan we would drop below the layer but the tail would still be above the layer thus giving us more data untill it come down, we were behind that guy for days and he never knew we were there. You could also stay above the layer and go slow that would let the droop take the array below the thermal layer and the bad guys would never know you awere there. I don't know about now but gentlemen we were the best at tracking the other guy, by we I mean the United States Submarine Force, and my guess is we probably still are. Read "Blind Man's Bluff" you will see how good we were. We drove the other side bonkers.
Don't take this wrong-I am not some kook, but from the 1960s untill the 80s, the Cold War may have been dangerous, but if you were a US Submariner it was exciting, rewarding, and just plan fun. I am glad the Cold War is over, but damm fellows it was exciting, most fun you could have with your clothes on.
Please make the Towed Arrays deploy and retieve faster, and if possible speed up the dive.
Have a good weekend,
Ron Banks MMCM(SS), USN(Ret)
Sub Sailor
12-03-05, 12:56 AM
40 miles an hour, sorry about that, fell in love with the zero, or maybe I am a zero. Anyway it is 40 instead of 400, that would for sure break something.
Ron
Issue number 2. I don't see any problems with the auto TMA. All bearings only detections (from the EW) default to 10000 yards. The TMA autocrew moves the ruler around quite handily, but the red lines will all be the same length. Is this what you see? He also changes the speed as he moves from contact to contact. And he occasionally moves the ruler right off the paper if the range he calculates is too far. Other contacts that have a range, show up in a different color and have the proper range. If you see something way different from this, I guess I will need more information.
The problem is that the solutions generated by autotma was always at 10000 yards. Not further, not nearer, but always exactly that. Adding that the speed was locked, and the given course, it would usually vary a bit if there had been some time since the update, but at update all solutions were at 10k.
Bellman
12-03-05, 01:57 AM
Sub Sailor - Thanks that was a great post. :|\
Magic to get some real life experience particularly on performance characteristics.
That 'shadowing' story is pretty cool. :D :up: :rock:
Thank's Sub Sailor for all that info. May have been some weird thing?
I d/l Bill's New Sicilian Wedding I left harbor and when to dive point
for a test dive to 800 ft I had run mission before and knew what was
going to happen when I hit 800 ft, Flooding in Boat . Capt orders a Emg
Blow :D I made the blow moved the lever down then back up Like you
said she came up fast hit all stop when she hit surface but had a lot
of speed when she broke surface then when speed bleed off damage
control said Props had been damage? I have it on my message log :D
I had quick repair turned on . When to set speed approx 4 or 5 knots
but had the little wrench icon till prop damage repaired :D
I am running the 1.03 beta patch :D
Thank's again Ron for that info and your story :D
Regards
Lane :D
Issue 3. Well, I cleared the page and let the game run and all of the contacts the EW was monitoring eventually showed up again as he marked them. The contacts that I had made with ACTIVE did not show up because I did not put a tracker on them.
I definitely need more information to see what is broken if indeed the TMA is broken.
I had especially much trouble with the towed array contacts. I believe I was using aTMA at the time.
I'll try to reproduce it.
Sub Sailor
12-03-05, 09:41 AM
Lane;
There is a bell that the Throttleman auntomatically answers on emergency blow, and if my wore out old memory serves me it was a full bell.
The reason behind this is using the power of a Nuclear Boat to help you. After Thresher we completely changed many procedures-subsafe was instituted, and completely new Ballast Blow system were put on the boats. The Threser's blow connection kept freezing on them. We did studies on residual power that could be taken from a scramed reactor. That opened a completely new area we could use. Most of us from that era agree that even without the subsafe system, had Threser been able to use residual power she would have survied. But before that we did not know how much we could do and not damge the reactor.
To all of you, I am happy to share any knowledge I have about my first love Subs, I had them before I had my wife. Still got the wife. But I will caution you my knowldge is old and I don't know what new innovations they have now.
Winter has come to the mountains of Idaho, so lots of time for subsims as it to darn cold to flyfish and the Elk and Deer are already in the freezer, put another log on the fire and start another mission :arrgh!:
Have a great one,
Ron Banks MMCM(SS), USN(Ret)
Molon Labe
12-03-05, 11:33 AM
Thank's Sub Sailor for all that info. May have been some weird thing?
I d/l Bill's New Sicilian Wedding I left harbor and when to dive point
for a test dive to 800 ft I had run mission before and knew what was
going to happen when I hit 800 ft, Flooding in Boat . Capt orders a Emg
Blow :D I made the blow moved the lever down then back up Like you
said she came up fast hit all stop when she hit surface but had a lot
of speed when she broke surface then when speed bleed off damage
control said Props had been damage? I have it on my message log :D
I had quick repair turned on . When to set speed approx 4 or 5 knots
but had the little wrench icon till prop damage repaired :D
I am running the 1.03 beta patch :D
Thank's again Ron for that info and your story :D
Regards
Lane :D
I vaguely remember there was a Sub Command mission where prop damage was scripted if the player did something they weren't supposed to do while leaving port. It was just the designer's way of sticking it to you for not playing as intended.... I didn't think that mission was SicWed but maybe my memory is wrong? Anyways, I don't think the game makes prop damage happen automatically, I'm pretty sure it has something to do with the mission. If it isn't "punishment," it might also just be to simulate the effect of whatever caused your original emergency.
LuftWolf
12-03-05, 05:08 PM
Issue 3. Well, I cleared the page and let the game run and all of the contacts the EW was monitoring eventually showed up again as he marked them. The contacts that I had made with ACTIVE did not show up because I did not put a tracker on them.
I definitely need more information to see what is broken if indeed the TMA is broken.
I had especially much trouble with the towed array contacts. I believe I was using aTMA at the time.
I'll try to reproduce it.
If you don't drop the frequency tracker from the TAG contact in the TA screen for the FFG, even if you drop the contact from the Nav Map, the contact will be regenerated, because the FFG uses a three layer contact processing system: TAG, Tracker, Contact, as opposed to two layer system like Tracker, Contact on the subs. The tracker on the FFG is slaved to the TAG, not the contact, the contact is generated from the Tracker on the TAG.
At least this is how I under stand it, but if you get a presistent NAV map contact, go to the TA station and remove the tracker from the assocated tag, I've done this on the Broad Band Station.
I don't have all that much experience with the FFG TA to be honest, but I've been able to stop something like what you described by doing that.
Sub Sailor
12-03-05, 09:58 PM
I unistalled and then did a clean install here is my setup;
DW Patch v103 Beta
LWAMI v300 Beta
DW combined sound patch the big one
QM Region patch
I am only playing quick missions, in easy mode and only using 688i and Seawolf. I am working my way through the list. So far I have played six mission all ASW barrier with both subs and---
except for the slow Towed Array and dives slower than I like I am finding that with this setup the simulation is very much improved. If no one has yet watch the target sub sink really cool, I suppose you true asetic people will complain that no silt is kicked up when it hits bottom, but that is not a problem for me. I think you have a good setup, well the one I am running I am happy with so far with the two exceptions.
I believe that sonar is really improved both Towed and Bow, I don't fool with active, nor the conformal.
I will keep you posted and if there is something you want me to try let me know. I will gladly help any way I can.
I have not trie any thing against surface forces yet, and of course I have only used MK 48.
I guess you all figured out I am partial to the US boats, especially the 688i.
Still snowing in the mountains and I am going to break my snow blower and my brand new year old snow shoeing gear that I never got to use last year. :rock:
Everyone have a good one :up:
ron Banks MMCM(SS), USN(Ret)
Driftwood
12-04-05, 11:01 AM
Stay warm Ron! :up:
Sub Sailor
12-04-05, 05:17 PM
Driftwood;
My snow blower worked fine and my new snow shoeing equipment is great.
Thanks,
Ron Banks MMCM(SS), USN(Ret)
Issue 3. Well, I cleared the page and let the game run and all of the contacts the EW was monitoring eventually showed up again as he marked them. The contacts that I had made with ACTIVE did not show up because I did not put a tracker on them.
I definitely need more information to see what is broken if indeed the TMA is broken.
I had especially much trouble with the towed array contacts. I believe I was using aTMA at the time.
I'll try to reproduce it.
If you don't drop the frequency tracker from the TAG contact in the TA screen for the FFG, even if you drop the contact from the Nav Map, the contact will be regenerated, because the FFG uses a three layer contact processing system: TAG, Tracker, Contact, as opposed to two layer system like Tracker, Contact on the subs. The tracker on the FFG is slaved to the TAG, not the contact, the contact is generated from the Tracker on the TAG.
At least this is how I under stand it, but if you get a presistent NAV map contact, go to the TA station and remove the tracker from the assocated tag, I've done this on the Broad Band Station.
Doesn't sound like you've had the problem I had.
Simply put, I had a TA contact that was working just fine (except the TMA messup about 10knts/10kyds) until the tma plot was reset because ownship had reached the edge. (It still needs a larger max scale, though)
After that, the tma plot wouldn't register any new bearing lines until I had dropped the contact and gotten it back.
XabbaRus
12-05-05, 11:12 AM
I think I know a couple of Royal Navy submariners who would disagree with you about being the best trackers in the world Sub Sailor ;)
Sub Sailor
12-06-05, 07:33 PM
I am sure you do XabbaRus and I would enjoy nothing more than to sit down and argue the cababilities of each other over some of their great beer, and/or a good single malt scotch preferable 12 years old or more. :lol:
But rest easy on the fact there was no intent so slight anyone's ability, but I would really put up an agurement over who is best, and knowing full well neither of us would back down. :rock:
Ron Banks MMCM(SS), USN(Ret)
XabbaRus
12-07-05, 04:54 AM
Hey Sub Sailor, didn't think you were knocking anyone...
I'd love to hear some of those arguments...as long as someone else was buying the drinks :up:
The current setup of DW to more accurately reflect, at least US subs capabilities- needs to have Towed Arrays deploy faster, and the boats dive faster.
I think Hutch has figured out the dive rate issue (along with numerous others) but the TA deployment is a new one... We'll take a look.
Sub Sailor
12-07-05, 06:46 PM
XABBaRUS,
Put a couple of Brits, couple US, and an Aussie for balance---and enough good beer-you got subs that fly and well any number of things most people would think was impossible.
Now if we could arrange to have the same group but add some fellows from the Russia Sub Fleet we would have a heck of a discussion, No airdales-they poke your eye out when they talk. :rotfl:
Have a great one,
Ron Banks MMCM(SS), USN(Ret)
XABBaRUS,
Put a couple of Brits, couple US, and an Aussie for balance---and enough good beer-you got subs that fly and well any number of things most people would think was impossible.
Now if we could arrange to have the same group but add some fellows from the Russia Sub Fleet we would have a heck of a discussion, No airdales-they poke your eye out when they talk. :rotfl:
Have a great one,
Ron Banks MMCM(SS), USN(Ret)
Guess that means you are all coming over to the UK then :up: :up:
Sub Sailor
12-07-05, 07:01 PM
XABBaRUS;
Well of course you got the good beer-we will meet in Faslane, I assume it is still opened.
Ron
XabbaRus
12-07-05, 07:08 PM
Tell you what, come up to Aberdeen and I'll show you some good places....
Sub Sailor
12-07-05, 09:39 PM
XABBaRUS;
Funny you said that, I have been thinking about that, and our 25th wedding anniversary is comming up.
I have wanted to return to Scotland for a long time, I loved the country and the people. I was sorry to see us leave.
I was truly one of the best places to go I thought.
I gave thought to retiring there, but leaving my own country was something I could not do.
Thanks,
Ron Banks MMCM(SS), USN(Ret)
LuftWolf
01-01-06, 06:01 PM
Bump! :-j
Deathblow
01-01-06, 09:18 PM
I vote for a second beta patch, with the dive rates and FFG speeds fixed.
1.03 beta #2 please :yep:
Kazuaki Shimazaki II
01-03-06, 12:31 PM
Am I the only one who has trouble with changing it on the bridge using the "Ordered" thing?
When I put my cursor over the "Ordered" speed section, it should turn into a finger and let me change the speed of my frigate, but it doesn't. Instead, it tends to stay locked on 29 knots whatever speed I have ordered.
And I also (I think it was already mentioned) have the problem where if I change speeds, the RPM and pitch readouts don't change appropriately and I cannot get to the speeds I want.
There are no other problems I can see, but then I'm a beginner.
LuftWolf
01-03-06, 12:41 PM
:oops:
You are probably using LWAMI 3.00b.
Changing the prop diameter to increase the acceleration of the FFG (as in stock 1.03b it is very slow) had the unwanted and unexpected side effect of intefering with the interface.
SCS has placed whole FFG thrust and acceleration issue as a top priority for the 1.03 Full patch, so it should be fixed very soon. :up:
Kazuaki Shimazaki II
01-03-06, 12:45 PM
You are probably using LWAMI 3.00b.
Yes. I hadn't exactly been planning on this kind of problem. And I hadn't tried out the frigate until after I installed both the Beta and LWAMI
Changing the prop diameter to increase the acceleration of the FFG (as in stock 1.03b it is very slow) had the unwanted and unexpected side effect of intefering with the interface.
SCS has placed whole FFG thrust and acceleration issue as a top priority for the 1.03 Full patch, so it should be fixed very soon. :up:
Let's confirm this: So I can use the FFG again when the Full patch comes out?
LuftWolf
01-03-06, 12:50 PM
Yes, the FFG should hopefully be fixed.
We discovered this problem after 3.00b was released, but for me it is still better than the sluggish FFG, and it can still be used now with some adjustment. :)
Deathblow
01-16-06, 08:50 PM
Just wanted to share an interesting quirk caused by the depth driving bug...
... when emergency blowing from a depth of 2000ft the SW passes 90knots :o :-?
btw, can we get a estimate for the release of the 1.03patch?
LuftWolf
01-16-06, 10:23 PM
I'd say my best guess is that the 1.03 patch will come out sometime before the 1.04 patch, although, as we can see in the case of the 1.02 patch, not necessarily. :oops: :88) :lol: :-j :rotfl:
Syxx_Killer
01-17-06, 06:42 PM
I thought 1.03 would be out by now. It is going on a month and a half since 1.03 beta was released. How much is there to do between 1.03 beta and 1.03?
OneShot
01-18-06, 03:24 AM
Well the major point between 1.03B and 1.03 is the stuff that gets added for the STEAM distribution ...
Skybird
01-19-06, 06:54 AM
Boy - 1.03 still is a Beta?
goldorak
01-19-06, 06:55 AM
Boy - 1.03 still is a Beta?
Yes, until S.C.S releases the steam version in february, only then we will have the final 1.03.
Three14
01-25-06, 02:01 PM
:oops:
Changing the prop diameter to increase the acceleration of the FFG (as in stock 1.03b it is very slow) had the unwanted and unexpected side effect of intefering with the interface.
I don't have DW, but am I reading this right? DW calculates acceleration based on the prop diameter, and not according to some other, special acceleration variable? That's wonky (and cool).
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