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How about the Sonar being able to distinguish multiple signatures especially when they are close together.
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Yeah .. that would be nice. But how should it work ? Imagine you have 6 lines on your NB display. In DW it means more than 1 contact. But what should be listed in library then ?
1) Best would be you would be able to manually select multiple lines. You can have a clue which lines go together, based intensity variations, history and so on. Then only corresponding platforms should be listed. But that would add a lot to user interface. 2) Or you could select one line (which you already can do now) and only platforms having that line would be listed. Sure, if you select 50Hz line, that would be a lot of platforms .. but if you select some more specific one, it should be easier. 3) Or you could be able to narrow 'no filter' library listing .. let's say to 'Russian sub' .. because most of the time you know what you are looking for. 'Russian sub' filter would give you few library options to check, and it would combine nicely with option 2. But then again .. this would add a lot to user interface (it means, it will not happen). |
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Option 2 has possibilities as well, but not as universally useful. Robert |
Option Three would also be a good thing for the 688i standimeter, too!
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Broadband effects
Hi Sonalyst. Here's a suggestion that I think most players will find useful...
... how about adding a line to the .ini file that allows us to control the Broadband Sonar volume. Perhaps something like this: Broadband Sonar Volume (0-100) 55 That way a player can increase the volume of the simulated engine sounds that are heard through broadband. At the moment the sounds are very faint and not appreciable, and increasing the game volume is hampered by an increase in all the other sound effects as well (pings, torp launches, explosions). Currently, we've been trying to bring out the BB sound effects a little more over in the Mod Workshop forums, but still really can't get the effects desired. Please consider. thanks, lb |
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While i appreciate the effort on creating control for probability that dead platform is ignored by torpedoes in .ini file, now it looks pretty useless as the torpedoes don't detonate on dead platform anymore(But the deadplatform still attract incoming torpedoes??) so the value of less than 100% results in topedoes circling dead platform and that is a major nuisance.
My suggestion if it's posssible to make dead platforms still able to detonate topedoes(ala Sub Command). If it's hardcoded maybe the damage percentage can be set up to 150% (100% means it's totally destroyed/sunk) while 150% means it won't detonate AND ATTRACT incoming torpedoes at all(The displayed value in map view could still be set to show a maximum of 100%). Or something like that. Just my two cents. Thx for 1.04 btw?:up: |
It's been said before, but now that a new patch is out it's worth repeating:
GET RID OF WEAPON-TRUTH!!! |
I'd like to request AA shells for the 76mm gun. Presently, you can engage air-targets with the gun but it's useless, you can't hit the broadside of a flying barn if it was doing a flyby.
The shell-selection should be done automatically, based on the type of target you're trying to engage. If I'm not mistaken, the loading computer in RL takes this into account too. The AA shells should only be used to attack airborne targets and if possible, should be fitted with a proximity or timed fuze which is also set by the loading computer based on target-speed, ballistics and time of flight of the grenade. Thanks in advance, Leon |
I think Molon wants you to get rid of weapon truth.
Cheers, David |
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Cheers, David |
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For the amount of times I've thought to myself "damn! I wish I could shoot that airplane with my cannon!" as a jet screams past my lowly frigate, I don't know if it's necessary to go the length of including a whole new set of ammunition. Perhaps the gun could be adjusted to simply have an improved chance of striking aircraft. But I think the SM-2 and CIWS suffice for AAW.
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