SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Dangerous Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=181)
-   -   Dangerous Waters Patch v1.04 / Steam 1.04 patch available (https://www.subsim.com/radioroom/showthread.php?t=104443)

Dr.Sid 01-25-07 09:35 AM

Quote:

Originally Posted by FERdeBOER
Great news!!! :up:
Only one question, correct me if I'm wrong but I couldn't see nothing in the readme about masts detected by surface radars... is still not possible?

Nobody said it will be possible.

GakunGak 01-25-07 09:43 AM

Also one question: when i played 688i and the KILO was on the surface, i did not see any masts/antenas extended and when I picked him out on the radar, he did nothing, just floated in the water... I installed 1.04 patch. Is it possible to see AI kilo or other sub extend his equipment on the surface?:hmm:

Molon Labe 01-25-07 09:54 AM

Quote:

Originally Posted by GakunGak
Also one question: when i played 688i and the KILO was on the surface, i did not see any masts/antenas extended and when I picked him out on the radar, he did nothing, just floated in the water... I installed 1.04 patch. Is it possible to see AI kilo or other sub extend his equipment on the surface?:hmm:

It's a pretty safe bet that if the Readme doesn't say it's been added, that it hasn't been added. (So, no.)

Qppralke 01-25-07 12:59 PM

I've been through the readme . . . and it tastes sweet :yep: :up:

IotaSigma 01-25-07 02:14 PM

:rock: Thank you Sonalysts!! I can't wait to get home and install the patch!

Captain Sub 01-25-07 03:16 PM

great now CMs have 50% chance to be hit by torps....and seawolfs an even lesser chance to survive the first wave of ASWs

GakunGak 01-25-07 03:21 PM

@Captain Sub: I could swear i never saw the torpedo second from the left on your sig... What's his classification and tech specs?:hmm:

Molon Labe 01-25-07 03:28 PM

Rocky: The change to the CM's is that there is a host-controlled option to set the rate that CM's cause torpedoes to detonate. It is not fixed at 50% and it does not reduce the chance that a torpedo will acquire and "hit" a decoy. So don't get excited unless you're hosting, and even if you are, don't get too excited...the decoys will still work even at the 0% detonation setting.

GG: That's the SS-N-27 ASM/LAM.

GakunGak 01-25-07 03:42 PM

Got it! http://www.subguru.com/DW_missions/DW_ref_info.xls
THNX for the info!:yep:

Officerpuppy 01-25-07 04:56 PM

Too bad the save game files won't work, I was still trying to complete the campaign, oh well, I don't mind starting over with a new patch :up:

Dr.Sid 01-25-07 05:19 PM

Quote:

Originally Posted by Officerpuppy
Too bad the save game files won't work, I was still trying to complete the campaign, oh well, I don't mind starting over with a new patch :up:

Campaign progress should work I guess. Only in-mission saves would not work. Try it .. I don't have old campaign saves.

Pirate 01-25-07 06:54 PM

Finally :arrgh!: This is great news...
Almost didn't believe it when I saw it on the subsim frontpage news!!!

Bellman 01-25-07 10:56 PM

:D Thanks to Jamie and all the crew at SCS - you delivered ! :|\\

Captain Nemo 01-26-07 09:39 AM

I haven't had an opportunity to fire up DW with the new patch yet. I know the readme said "Added variable in "dangerouswaters.ini" which controls the likelihood of all weapons acquiring dead/sinking platforms" which presumably means that torps etc can aquire a target that is 100% dead, which they didn't before. However, has the bug been fixed that made dead ships/subs disappear after they had hit bottom?

Nemo

Molon Labe 01-26-07 10:55 AM

Quote:

Originally Posted by Captain Nemo
I haven't had an opportunity to fire up DW with the new patch yet. I know the readme said "Added variable in "dangerouswaters.ini" which controls the likelihood of all weapons acquiring dead/sinking platforms" which presumably means that torps etc can aquire a target that is 100% dead, which they didn't before. However, has the bug been fixed that made dead ships/subs disappear after they had hit bottom?

Nemo

I don't think that's a bug, but an intended "feature." Why they wanted that, I don't know. But anyways, no, it hasn't been removed, which is a bit annoying in shallow environments. It's still a big improvement, though.


All times are GMT -5. The time now is 03:17 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.