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-   -   V1.07D Update Thoughts (https://www.subsim.com/radioroom/showthread.php?t=233210)

Delgard 09-04-17 08:36 AM

I thought the same thing about the signature tab, although, I just see it as surface and sub-surface. I do wish there were more merchants in the play. Sometimes I don't even bother with identification, I just look to identify its direction so I can slip in for a kill shot. Anyway, I guess it is also dependent on the year of the campaign.


Lovin' it.:Kaleun_Thumbs_Up:

PacificWolf 09-04-17 09:12 AM

Quote:

Originally Posted by EnjoyableSTIG (Post 2510423)
Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All.

Awesome idea:up:

Rodent Onboard 09-04-17 10:58 AM

Anyone else getting an occasional keyboard shortcut ghosting on a subsequent window? I see Shift T showing through the minimap in the bottom corner at times and an occasional reference to enter colon shortcut on the data screen in the lower right. Does NOT have any effect on play though.

-Pv- 09-04-17 11:01 AM

"Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All."

+1

I was going to post about the difficulty in scrolling through long lists of vessels today which nearly negates the advantage of beating your crew to the punch. While doing all that scrolling and comparing sometimes small differences in the display with noise to the reference, I have to mostly ignore the evolving tactical picture and issue timely commands. Perhaps the crew is too handicapped when it comes to submerged threats. They seem to handle surface ships faster (probably because the turns are louder?)

Unfortunately, the many forces added to the sim by modders makes the problem worse even though trace characteristics are duplicated.

Is there code in the sim to determine identification speed based on clarity of the trace (signal to noise?) If not, please consider it. If so, possibly revisit this code? Certainly if it takes me a minute or two to scroll through a list of references and make a selection, a crew member should also be able to do this in comparable time? Documentation seems to indicate your crew are experts and considering the time period of the sim when US naval alertness and training was at its highest performance in recent history, the identification time on what looks like clear traces on the display seems lacking. I suspect it's degraded on purpose to enable advantage of the user interaction which is partially degraded (actually frustrated) by the slow UI.

Brings back memories of the original Hunt for Red October where I had to hammer on a control for a minute or two before the code interrupts would finally let the command through after it was too late to save myself.

-Pv-

shipkiller1 09-04-17 11:34 AM

I think I found another bug.

Let me see if I can articulate this.

You have a torpedo running and it is active. It has not detected anything... No targets in its vicinity.
Now it detects and acquires a submerged target you did not have on your mainframe sonar and runs to detonation. The target sinks to the bottom (does not implode in deep water) but the AI modeler still keeps the target radiating a noise source like it was never hit by a weapon. You can do TMA on the noise source.. It says its doing zero (0) knots...

If you try to esc. out of the scenario, the program will say 'vessels in area'.
If you shoot another torpedo at the target, it will acquire and run to detonation. NOW you can leave the scenario..

-Pv- 09-04-17 12:37 PM

My impression is bugs related to sunk vessels not really recognized as sunk have been an on-going problem. The latest patch beta addresses another one similar to this. In your case, there is the possibility the first torp was not a totally lethal hit (similar to what might happen to yourself if a hit caused enough flooding to bring you to the bottom) and your crew was still alive and repairing, trying to save the boat although it likely would never go offensive again. I don't know if the simulation supports near misses where the boat floods but doesn't get lethal damage.

This might be why your crew detected the sub as still "active" but not moving whereby another torp was required to seal the fate of the boat. What I didn't see in your report is if you had a sunk icon on the map for that contact which might be the deciding factor. Keep hitting it until you get the sunk icon.

As stated in a famous movie ... Ships made to sink are hard to sink.
-Pv-

GeneralGamer 09-04-17 06:54 PM

Quote:

Originally Posted by Killerfish Games (Post 2510408)
New beta available:

Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.

Version 1.07e
In Beta

Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:
ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0

http://steamcommunity.com/app/541210...5965302007811/

Getting better all the time!

EnjoyableSTIG 09-04-17 06:57 PM

Actually, I saw something similar to this:

I was using the New Playable Subs mod and I used the "sea lance" to hit two diesel electric soviet subs. A Tango and a Foxtrot I believe. I hit them both with two "sea lances" but this still didn't outright destroy them. However, they could not escape the flooding and both sunk until implosion.

Before I realized they were sinking to implosion, I fired a MK48 at one of them. Before the torpedo armed the two targets imploded. After this point, the MK48 went active and was able to track their last known position. The MK48 was tracking and seeking (active sonar) the point in the water where the Tango imploded, but obviously nothing could be there anymore.

I did not sustain any damage in this engagement. I was using a modded sub (and I'm sure the weapons used and the enemy subs were at least slightly modded as well.)

I hope that explanation makes sense.

Delgard 09-04-17 08:43 PM

Yes on the undead dead. My torps just seem to want to go after sunk ships like crazy. Dealing with an invasion force takes much more planning so that a second salvo doesn't re-attack the sunken from the first salvo.

Also, is there a key stroke to shut down a torp that is still wire-guided? Just a thought towards neutrals being incorporated. Especially if it is transporting beer. :03:

-Pv- 09-04-17 10:46 PM

"Also, is there a key stroke to shut down a torp that is still wire-guided?"

I have successfully used cut wire.
-Pv-

Berserker 09-05-17 03:11 AM

In Cold Waters 107e how would I move the tool bar to the bottom like sh4???

REDDQ 09-05-17 07:52 AM

Quote:

Originally Posted by Berserker (Post 2510642)
In Cold Waters 107e how would I move the tool bar to the bottom like sh4???

You modify this file:
SteamLibrary\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\default\hud \default.txt

You look for:
Code:

[HUD LAYOUT]
//All positions in screen pixels
//From element's default anchored screen corner/position
BottomLeftPanelPos=0,0

//Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor)
//Default toolbars overlap and enabled via tabs/keys
ToolbarsPos=0,0,0
ForceAllToolbarsOn=FALSE
HelmToolbarOffset=0,0
DiveToolbarOffset=0,0
SensorToolbarOffset=0,0

//Force all toolbars on in bottom horizontal row
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=331,-346
//DiveToolbarOffset=640,-346
//SensorToolbarOffset=953,-346

//Force all toolbars on in right vertical stack, anchored to mini-map
//ToolbarsPos=0,0,1
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,71
//SensorToolbarOffset=0,142

and change it to:

Code:

[HUD LAYOUT]
//All positions in screen pixels
//From element's default anchored screen corner/position
BottomLeftPanelPos=0,0

//Toolbar position 0,0, (1 to anchor to minimap or 0 for no anchor)
//Default toolbars overlap and enabled via tabs/keys
//ToolbarsPos=0,0,0
//ForceAllToolbarsOn=FALSE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,0
//SensorToolbarOffset=0,0

//Force all toolbars on in bottom horizontal row
ToolbarsPos=0,0,0
ForceAllToolbarsOn=TRUE
HelmToolbarOffset=331,-346
DiveToolbarOffset=640,-346
SensorToolbarOffset=953,-346

//Force all toolbars on in right vertical stack, anchored to mini-map
//ToolbarsPos=0,0,1
//ForceAllToolbarsOn=TRUE
//HelmToolbarOffset=0,0
//DiveToolbarOffset=0,71
//SensorToolbarOffset=0,142

If you want to protect the changes from Steam updates copy default.txt file to: SteamLibrary\SteamApps\common\Cold Waters\ColdWaters_Data\StreamingAssets\override\hu d

Create folders if you don't have them.

thereddaikon 09-05-17 12:44 PM

Quote:

Originally Posted by EnjoyableSTIG (Post 2510423)

Is it possible to split up the category of ships from the "Signature" tab? It seems tedious to go through every ship type when you know you have a submarine contact, it can't be a surface contact. :doh:

Basically, the "Signature" tab could be split up into four categories: Submarines, Warship, Merchant, All (original setup with all contact types listed). That way it would make classification faster when general ship categories are already known. Especially if you ever officially add a Russian campaign, as then you could switch between NATO/Warsaw pact ships. But that's for later I'm sure. :)


Great idea! Something related I have run in to on several occasions is I have come across a sub or surface ship that is doesn't have an entry in the manual. Twice now it turned out to be an Echo. For whatever reason the entry for that boat was just missing. Then in other missions its back. I am running the Russian Subs mod so I'm not sure if this is a bug with the game or an unintended issue caused by the mod. Has anyone else experienced this? It can be really frustrating to have a clear signature of the target but just not have an entry that matches. Eventually the crew will auto assign the correct type to it or I will sink it without knowing exactly what it was until I get to the AAR.

shipkiller1 09-05-17 02:43 PM

Quote:

Originally Posted by thereddaikon (Post 2510736)
Great idea! Something related I have run in to on several occasions is I have come across a sub or surface ship that is doesn't have an entry in the manual. Twice now it turned out to be an Echo. For whatever reason the entry for that boat was just missing. Then in other missions its back. I am running the Russian Subs mod so I'm not sure if this is a bug with the game or an unintended issue caused by the mod. Has anyone else experienced this? It can be really frustrating to have a clear signature of the target but just not have an entry that matches. Eventually the crew will auto assign the correct type to it or I will sink it without knowing exactly what it was until I get to the AAR.

I had this issue a couple of times when creating my own scenarios.

The units that you will have in your scenario must be listed in the "OtherVessels" line at the bottom of your new scenario file. If it is not listed, it will be used in the game but not in the library for classification.

Just add it and things will be correct.

Berserker 09-05-17 06:55 PM

REDDQ...Whatever happened to click and drag?? Looks like this game goes inti storage until things are easier to do...REDDQ they both look the same..Could you highlight the areas to change???..My apologies these old eyes are getting old..I found what needed to be done and it works just fine....Now to find me some Russians to feed to the fish...

thereddaikon 09-06-17 02:38 PM

Quote:

Originally Posted by shipkiller1 (Post 2510757)
I had this issue a couple of times when creating my own scenarios.

The units that you will have in your scenario must be listed in the "OtherVessels" line at the bottom of your new scenario file. If it is not listed, it will be used in the game but not in the library for classification.

Just add it and things will be correct.


Thanks, I'll look into that when I get home.

Captain_Jack_2301 09-06-17 08:21 PM

Well, sort of on those masts
 
I experienced last night a couple of times where emergency dive allowed one of the three masts to become damaged. In one case I had to repair in port,
the other times it allowed damage control to fix it. So it's not perfect yet,
but still a great addition to the game.

Quote:

Originally Posted by Killerfish Games (Post 2510408)
New beta available:

Quick point release to fix the last few issues with the new GUI as well as adding depth scaling for the Conditions panel and perhaps fixing bug where capsized vessels could still move/attack.

Version 1.07e
In Beta

Combat
Conditions tab can now be scaled to 1000, 2000, 3000 ft max.
Set depth meter set to closest 50 ft increment at mission start
Emergency deep now lowers all undamaged masts
Silent running now sets speed correctly if individual knot setting is being used
Capsized vessels should no longer attack/sail forward (needs verifying)
All toolbars can now be forced on and individually offset to any position on screen
Forcing toolbars on hides tabs for them and disables opening/closing of them
default/hud/default.txt added new variables:
ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0

http://steamcommunity.com/app/541210...5965302007811/


PL_Harpoon 09-09-17 07:52 AM

I've recently tried the new patch and I gotta say I'm very happy with it.

The new crew voices sound a lot better - basically you've made my crew voices mod obsolete which is fine. :)

I also like that the enemy is now spamming you with torpedoes and it's a bit harder to evade them (at least when they choose to go through the noisemaker).

The new navigation windows are also great. Combined with crew voices they add a lot to immersion. I would've preferred an option to type desired depth/speed like in original RSR but I won't complain about that. The current system is good enough.

There's just a couple of small issues though.
I'd also like to see the realistic tube order. I think it should be like this:
2-1
4-3
etc...

Also regarding torpedoes I think there's a bug with active homing and anechoic coating. As soon as the target reaches it's normal detection range it starts to jump between loosing and regaining contact (looks like it's changing each frame) until it's half way to the target (the range at which it should start homing).
Also, I've said it already (many times actually but it's only because I think it's an important issue), but the torpedo sensors should also be affected by the environment and in case of passive homing - noise of the target.

Other than that, it's a great update and I'm looking forward to the future ones.

Keep it up! :Kaleun_Cheers:

Seademon 09-14-17 12:25 AM

Quote:

Originally Posted by -Pv- (Post 2510623)
"Also, is there a key stroke to shut down a torp that is still wire-guided?"

I have successfully used cut wire.
-Pv-

or you can drive it into the bottom. but a button in the weapons panel that disables it/ blows it up would be good

shipkiller1 09-14-17 06:59 AM

Quote:

Originally Posted by Seademon (Post 2512414)
or you can drive it into the bottom. but a button in the weapons panel that disables it/ blows it up would be good

In real life, you CAN NOT remote detonate a MK-48, nor does it detonate at end of run... these are SAFETY features.


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