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-   Dangerous Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=181)
-   -   Official 1.03 coming today... (https://www.subsim.com/radioroom/showthread.php?t=89170)

Seeadler 02-07-06 03:56 PM

Isn't this the 1.03 patch, released 2006/02/07 ?
http://www.strategyfirst.com/en/downloads/patches/

Rotary Crewman 02-07-06 03:57 PM

Code:

=======================================================
========================================================
Dangerous Waters Update Version 103 Build 367 (English)
[Released as Patch 103 to the Public]
========================================================
========================================================

This release has full support for Valve Software's online platform for digital content distribution, "Steam".

For more information on "Steam" please visit:
http://www.steampowered.com/

-------
NOTES:
-------
Save game files which were created with prior versions, will no longer be compatible with this
version of Dangerous Waters.

Manual Errata has been updated in SCS-DW_CombinedManualErrata.pdf. This file contains all errata
that has been issued to date.


-------
FIXES:
-------
- Fixed the FFG throttle to properly correlate with a necessary propeller diameter change.

- The IR sensor that was previously assigned to the SLAM-ER was removed.

- Fixed a problem which was causing the sub motion model to dive more slowly than intended.

- Depths for the sonobuoys and dipping sonar have been adjusted to compensate for the more
realistic thermocline layer modelling.
 
- Fixed the FFG's AutoTMA which was not utilizing the various speed rulers effectively.

- Adjusted the AutoTMA's performance on "bearings only" solution so that it would obtain a
more reasonable solution over various time periods (i.e. few or multiple lines of bearing).

- Fixed an issue in the FFG Bridge that forcing the player to input an ordered speed twice to
obtain the desired speed.

- Corrected an anomaly in which a surface contact's signal would sometimes disappear and then
re-appear as its object center would be rising and falling with the ocean wave model.

- Fixed an issue which cause the client to never see the Host's platform in Multiplayer.

- Corrected an issue in which the AI-controlled diesel submarines were incorrectly operating on
diesel engines when it was not intended.

- Fixed a crash that was caused when the FFG wasn't accurately following the sync-ed Helo while
operating in REMRO mode.

- All torpedos were speeding up to 55kts despite the designated input by the player, this was fixed.

- Corrected an issue in the physics engine which causing the subs to dive/surface too slowly.

- Fixed a cheat on the Kilo where players' could mark a target even though it wasn't visible
on the BroadBand Sonar display.

- Fixed a problem where the Kilo Demon was not showing data when the initial tracker/contact was
assigned in Narrowband instead of Broadband (which the Demon data is derived from).

- Fix provided for the MH60 Dipping Sonar (Active mode) in which any ping emitted was not heard by
other players in multi-player.

- Fixed a problem with the Ming class submarine which had incorrect torpedo launcher orientation.

- Corrected a crash caused by loading certain password protected missions.

- Made a small enhancement which prepends the mission time to each report.

- Fixed a minor problem in which a "Steady On Course" crew report would be played immediately after
the player inserted an initial waypoint.

List of fixes...

goldorak 02-07-06 03:58 PM

Yes its out :up:
I wonder why I wasn't notified by the scs newsletter though :hmm:

Zerogreat 02-07-06 03:58 PM

It seems so :huh: :)

goldorak 02-07-06 04:02 PM

Quote:

Originally Posted by Zerogreat
It seems so :huh: :)

I can't download faster than 30kB/s :hulk: :hulk: :hulk: :hulk: :hulk: :hulk:

Zerogreat 02-07-06 04:04 PM

Well my line can not download more than 50 kB/s so its not that bad :D

Kapitan 02-07-06 04:16 PM

at last wooohooo

Neptunus Rex 02-07-06 04:19 PM

Downloading :up:

:rock: .

Sulikate 02-07-06 04:23 PM

D O W L O A D I N G
















:arrgh!:

DivingWind 02-07-06 04:28 PM

Oh happy day!

FERdeBOER 02-07-06 04:40 PM

At last!! :up:

But I have a question... :hmm: I don't see in the readme if the masts are now detectable by radar...
Please, tell me this have been also fixed!!!

goldorak 02-07-06 04:43 PM

I don't think it has been fixed.

WolfyBrandon 02-07-06 04:51 PM

I just got done downloading and installing the new patch and decided to give it a test dive.

My results were a little... unsettling. First of all the dive problem seems fixed your sub dives how it should, but for me when i tryed to surface I had some weard issues. Its almost like my sub is coming up at a 45 degree angle for a while then it levels out and the back end of the sub comes up at a 45 degree angle, not sure if this effects your depth, ill have to go look again. Also, they fixed it where when you use your rutters your sub wont dive out of control... that is untill I clicked the rutter buttion twice and my sub did a nose dive for the bottom. :nope: :( :(

EDIT When I installed it and tryed to play when dw loaded up I got an error saying something was wrong with my database, ill post a ss when imageshack is working for me. I think I might try and re-install the game and patch it instead of patching it over 1.03b, who knows maybe itll fix these problems, i hope so

FERdeBOER 02-07-06 04:52 PM

I installed it iwhout problems, still not play.

Zerogreat 02-07-06 04:56 PM

I tried it now and the sub still goes down when applying rudder. I tried it with seawolf, which sub did you use? :)

Also the sub seemed to be lot less stable, it was almost scary :huh:


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