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I kinda wish there was a modern subsim that was more like SH series.
Modern sims are basically scenarios where SH is an experience. In the middle of transit I can walk around my boat, and check out the night sky. I'm not just moving an avatar around the ocean. |
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Obviously we are talking simulated doctrine here, but this is not the doctrine that we used during the Cold War. If we had simply "plopped" missiles and nuclear torps out there and FINEX-ed the excercise, this would not have provided any real world training for a NON-NUCLEAR escalation into wartime. We always did ops using exercise non-nuclear weapons. |
That makes perfect sense actually. However, I from what I've read, both sides thought they could wage a limited nuclear war at sea without escalating the overall conflict, to a greater extent than with land-based tactical nukes. What are your thoughts on this?
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Just my personal opinion - at the time a lowly Lieutenant - but it was my belief that if either we or the Soviets starting using nuclear weapons that the ICBMs would have to be employed and my wife and family were home at one of the ground zeros.
That's a weighty burden, but it is one that anyone in those positions needed to look at and accept. Again, in my opinion. It is a lot easier to shoot an exercise weapon at a target than to accept the notion that you just just killed 100 fellow Submariners - whatever their nationality. When Kursk was lost, I was saddened for a significant period of time and indeed contributed to a Memorial. In my readings of WWII in the pacific there was an immediate gladness followed by a sense of remorse following the sinking of an enemy Submarine. |
Have you played it recently GR? I hadn't played it since it came out a year ago. I love the changes they made, I find it much more playable now. I had the same thought as you, plus I found the keyboard controls awkward, but with the new China campaign, I totally see the improvement to playability.
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SaltiDawg,
PRP required a strong set of morals, expressed by values. Teamwork in most cases was not due to the workload, but to not be alone in such a difficult situation. Focus on the exact moment and have faith. Faith relieves us of the burden. |
Now, I have come across this detection issue quite a few times.
And I guess I am not the only one. I get a sonar contact and order "close to 25kyards" But when the action starts, the whole convoi of ships is about 10kyards away, and I am already in their active sonar range. And even before i could order anything, they already fired at me. This should not happen. I mean it is a fast closing surface group, not some silent-running submarine. And sadly this occurs quite often. Mind you, I wasnt approaching fast, I was on "right-click mode" and when the sonar contact screen popped, I was at 5 knots. So, what is this about? |
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The modded files I installed shows that the author edited out most of the helo and airplane occurrences...but the campaigns still offer those threats. I'm stumped on a simple matter where I construct a mission to include a Moskva, I have to also select whether or not I want a helo or airplane included in the event. I wish the developers would construct the coding that anytime a Moskva is part of an engagement, there is automatically helos in the area searching once an attack or a radio signal has been discovered. |
I agree with OP, and this is with latest (unmodded) version of the game.
Some comments I made on the games Steam community discussion in this thread: https://steamcommunity.com/app/54121...0934258244701/ Quote:
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Someone said "torpedo dodging simulator" and sadly, with my current experience with the game, that seems pretty accurate. |
60.000 yards is the maximum practical range to the horizon, but you have to remember that the submarines' radar and ESM reciever are mounted on small masts that protrude only a few feet above the surface of the water, thus drastically reducing the range at which detections can be made. If you surface the sub and raise the masts, you should be able to detect enemies out to max range, but submarines do not transit on the surface.
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If you want a true sub simulator that incorporates those aspects of attack sub life, you'll need to find them elsewhere. In this game, your targets are relatively close, go find them, identify them, then kill them and repeat. Lamenting on the game aspects that don't match other game titles is kind of pointless as CW was never intended to duplicate a "real life" sub experience. CW is a quick paced underwater first person shooter. |
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However, I disagree with you that it is "pointless," because if users do not express their lack of satisfaction with this sort of game design then they have no one to blame but themselves when they get more of it. Certainly nothing wrong whatsoever with an "underwater first person shooter." But a game with all the capabilities to be that AND so much more, and which fails to provide both the former and the latter in two or more separate play modes is a shame IMO. Like I said, seems a real missed golden opportunity. I for one will get about half or one third the use time out of the game because to me, (a) the params that control how the engagements unfold are stupid simply BECAUSE how an engagement initiates and unfolds SHOULD depend on the "in-between" engagement process; (b) the tools provided to make the stupidity of the engagements less unsavory are lacking (lack of moddability, one time compression setting). |
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Hmm this wiki page on "horizon" is saying that the horizon from an eye view 1.7m above sea level is 5km!? 5468 yards. I did not realize it was that close. So I guess the fact that my SH4 crews routinely spot enemy contacts out to ~6 or (if memory serves) even 8 nautical miles (~16,000 yd) under ideal atmospheric conditions reflects the fact that those contacts have masts sticking up 10s of meters above sea level. |
More likely your SH lookouts are spotting the smoke.
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