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Hi Kpv1974,
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Does this mean that the Type 212A will use a Towed Array ? :stare: :DL |
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:yeah: :D :woot: :up: :sunny: :salute: Great job guys, really great job. :|\\ |
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Question. I don't speak Russian. Do the RA modders take suggestions on *this* forum as well? I wanted to suggest some possible sound modification to consider for future efforts. |
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I'm a bit confused...
As a newbie I see there are a lot of people with a good knowledge of the sim. I'm still, however, a bit unsure on what mod to choose to install. I understand that if I install one, I can't have the others? Some say the sim is great as it is delivered in the box, while others says it's full of bugs - and not even the mods will correct the big problems in DW. It is actually a bit hard to know what to ask - there is so much information here - and I must admit that I haven't seen any bugs at all in the boxed version :06: But I'll try to ask one more time: 1 - What is realistic with DW as it is presented from the developers? 2 - What do you think is NOT realistic with DW as it is out of the box? I understand there are three major mods available, created by enthusiast, namely: LWAMI version 3.08 Alfa Tau 3.1 RA 3 - What will each one of those mods do to my sim? What in DW do each one of them improve? I'm personally looking for the best simulator experience. That means that if the sub does not look exactly as it should have, or have the right texture and colours, that does not really concern me that much as of today. Being a pilot I don't know very much about submarines, but I find them very interesting, and I would like to learn more - perhaps by using DW? When we pilots train in the full motion simulators (practising engine failures, fires and such) the outside world is not really that interesting - as long as what's going on inside the cockpit is pretty close to the real thing (actually the scenery in Microsoft Flight Simulator is usually way better than what you'll find in a full motion simulator used to train pilots). This is also what I'm looking for in DW. I'm interested in that the systems are as realistically simulated as possible. Since, as mentioned, I don't really know much about submarines, DW could easily fool me telling me that the systems are "as real as it gets". But what mod makes them even better? Thanks :) |
You cannot use at the same time more mods obviously, but of course you can switch between mods using jsgme.
Now if you don't see the limits of the default dw installation, don't worry about installing other mods. Once you get the hang if DW 1.04 and if you're interested in going beyond download the 3 mods and install them. For instance in DW 1.04 you can't control the dipping sonar of the helo remotely from the frigate. Thats a very big bug (or limit) if you decide to play on the frigate. Lwami/AT/RA correct this behaviour. And many more things like this. If you play in multiplayer, then most assuredly you're going to have to install some mods, because almost everyone uses Lwami and now maybe also AT and RA. |
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The acoustic modeling, although better than anything else on the market, still has substantial limitations. There is a lot of abstraction going on, especially with SSP types. Just as an example, CZ's always occur at 30.0nm intervals if they are present. Active sonar audio returns are always obvious even when nothing can be seen on the display (there is just one sound, no variability in type or intensity); no bottom clutter is modeled, no bi-static operation modeled. Many acoustic sensors have hardcapped ranges. Radar modeling is very abstracted. Missile/aircraft physics modeling is essentially non-existant. Fire control illumination is abstracted with a guidance flag. Related: chaff is ineffective against SARH radars, since there is no lock to break. ECM modeling has been removed from the commerical version of DW. AEGIS firecontrol is hardcapped at 10nm; several Russian air defense systems are non functional. Radar horizon non-existant to the playable FFGs illuminator radars. No datalink guidance modeled for semi-autonomous weapons like the AMRAAM or R-77. Poor AI results in frequent fratricide when these weapons are employed. No lock required to use IR weapons like the Mav-F. Senseless damage model allows small ships like the Perry to survive hits by weapons meant to kill Supercarriers. No accounting for fire/flooding or any variablility whatsoever. Kilos remain stealthy even when at flank speed. Submarine masts are not detectable visually or by radar. Only a human-controlled helo is capable of using dipping sonar. Linked contacts displayed are frequently buggy; appear in location of a different platform. Use of fictitious weapons like the generic "53cm torpedo" or the wireguided "65cm torpedo." All active radar/IR missiles and A/P torpedoes (respectively) use the same seekers. I'm sure there's more, but I'm running out. Quote:
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Thanks Molon Labe. That was something I was looking for. I see that there are some bugs that could anoy me when I get a little bit more into the sim.
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I was playing a quick mission in the GIUK yesterday, and had a submerged contact headed SW at ~12kts. After 2 hours IRL i got sick of chasing this imaginary contact, and found that with truth on, the kilo was only 2.5 nm away. Whoops. Still making 12 kts but I couldnt see it nor could autocrew. That explains a lot, cheers mate |
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