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-   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)

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.

XabbaRus 01-26-07 11:07 AM

That was never a bug. SCS did that deliberately as having them stick around would cause problems with the physics engine, you'd have to force them to stay on the bottom.

Dr.Sid 01-26-07 11:24 AM

With all respect .. that is nonsense .. making them stay on the bottom ? This is software man .. it does what YOU want .. there is no 'hey bill, it still floats, how are we going to fix it ?'. Buildings does not move too .. so why dead ships would ?

Even if it is intended it was a bad decision.

Captain Nemo 01-26-07 11:40 AM

I agree Dr Sid. In SC they stay on the bottom so why isn't it possible in DW? Also, I remember quite sometime ago, Jamie mentioned they were going to look into this, but obviously it has been overlooked or perhaps my memory is beginning to fail me and its not a bug. In deep water its not really an issue but in shallower water dead ships/subs can cause your torps or the enemys torps to aquire wrecks on the bottom which I have used on occassion to evade incoming torps.

Nemo

Molon Labe 01-26-07 12:38 PM

Is that really anything negative buoyancy can't handle? Maybe add a little friction with the bottom to hold it in place on not-so-steep slopes?

Captain Sub 01-26-07 03:02 PM

Quote:

Originally Posted by GakunGak
@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:

lol...but it's always been there!

Just a list for my recent weapons i am using, and the 2nd weapon is just the ASM missile, it looks like that underwater, when starting in the air it gets wings :)

Captain Sub 01-26-07 03:11 PM

Quote:

Originally Posted by Molon Labe
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.

it's just bull****.

it's good they added the function it's crap they didn't leave it at 100% as it was 1.03ed.

Dr.Sid 01-26-07 03:13 PM

Quote:

Originally Posted by Molon Labe
Is that really anything negative buoyancy can't handle? Maybe add a little friction with the bottom to hold it in place on not-so-steep slopes?

You can just detect the collision and from that moment fix the wreck position and let it fixed (as building) .. no more position update. Tetris does it .. while DW can't ? I too think this was just overlooked.

FERdeBOER 01-26-07 03:29 PM

I don't know nothing about programming but I think that if it were so easy, it would have been done yet.

There should be another reason :hmm:

Molon Labe 01-26-07 03:33 PM

Quote:

Originally Posted by Captain Sub
Quote:

Originally Posted by Molon Labe
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.

it's just bull****.

it's good they added the function it's crap they didn't leave it at 100% as it was 1.03ed.

You can turn it up to 100% if you choose to. What's bull**** about having a choice?

Dr.Sid 01-26-07 04:04 PM

Quote:

Originally Posted by FERdeBOER
I don't know nothing about programming but I think that if it were so easy, it would have been done yet.
There should be another reason :hmm:

The reason is that SCS does not want to develop DW anymore. Or not very much. It is company with hundreds of programmer (as I've heard in the video with Jamie). I say one programmer is working on DW now, and most probably not even fulltime.
While 1.04 has some new models (which already existed before it seems), it has just minor changes in code itself. It only confirms my theories.

Believe me .. I'm programmer for 20 years, I even made some 3d gaming stuff, I'm interested in simulation from programming point of view. Things like dead platforms should be fixed in hours, beta tested in week.

In DW there is many really obvious unexplainable shortcomings (let's not call them bugs). Like 16 bit graphics. And many many like this.
DW is nice game and I like it a lot. I'm thankfull for 1.04. But it is way under the standards. Especially patch reaction is worse than most freeware products.

Hell ! Compare 1.04 to what Luftwolf has done. And it is one man, not specialist, not fulltime, for free, with no official support. I say he made like 10 times more changes and fixes than all patches together. You can really see his work growing. With SCS you just wait .. wait .. wait .. ah .. the bug introduced in last patch is fixed .. cool.

I don't want to blame anybody .. SCS has full right to manage their people. DW is best sub game anyway.

I just can't understand these post like 'they did not include that because it's too complicated' .. only reason we don't have something is SCS does not want us to have it .. they just have other priorities, and it is OK all-around, just a little shame for us, sub nuts :|\\


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