Quote:
Originally Posted by Sea Demon
Quote:
Originally Posted by Molon Labe
I never called any of these things show stoppers. That's three times in this sequence you've put words in my mouth. Please stop.
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OK. I apologize. But I did not intend to put words in your mouth. It was a misunderstanding. I thought you were complaining about the RAM Sam, like it was a game-user interface or something. My bad on that. My point is that no PC game will ever give you 100% fidelity. There are always trade-offs. And DW is a game that is nowhere near broken. There is nothing stopping you from playing the user playable platforms in a way that simulates closely real world naval ops. Wanting added functionality/accuracy is one thing, calling the game broken is another. I do agree that there is room for improvements and still things that could use tweaking. This thread is helpful in that regard. But I don't consider the game broken or unplayable in anyway. DW is a fine product indeed.
I will no longer respond about this in this thread. The thread's topic is Patch Suggestions, and this conversation is not adding to the topic.
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Well, if you're going to get one last one in before moving on, so will I... Especially as you have once again misrepresented my position. I didn't call DW broken. I called the broken parts of DW broken. The sim as a whole does a very good job at modeling everything that occurs under the waves. In fact, the only broken systems I can think of that relates to ASW are mines that lay on the sea floor and the RBU (both of which LW/Ami fixes). Well, those and the sub-launched missiles that occasionally completely malfunction. And currents. And Convergence Zones in shallow water. Maybe I should stop before I think of more....
I also disagree about the sweeping statement, "There is nothing stopping you from playing the user playable platforms in a way that simulates closely real world naval ops," seeing as it is that the physics system for missiles does not "simulate closely" anything, but is instead a gross abstraction--missiles have a fixed range and constant engergy state; no attempt is made to model the constantly varying engery state of the missile, its capacity to manuever at that engergy state, and the depletion of that energy as it manuevers (which determines its actual range). The abstracted model ends up being relatively OK for the interception of ASMs at long range, since the target is moving in a straight line and constant speed and the SAM doesn't need to maneuver much to intercept. But the model is nowhere near reality for any missile that has to turn or change altitude. For our purposes, this means that anytime SAMs are shot at fixed wing aircraft, a Maverick is fired at a helo, or any non-cruise ASM is fired, the model is very poor. The system is far too abstract to even attempt to model ASMs that perform evasive maneuevers before striking their target, nor attempts by SAMs to intercept them.
The radar model is also grossly abstracted, having a significant impact on the targeting of AAW and ASUW weapons and on how the seekers acquire/don't acquire their targets. (Just as an example, think about how a "soft kill" by chaff is modeled). Worse yet, the IR Maverick target acquisition sytem isn't even an abstraction; it's just wrong.
Quite simply, for anything above the waves, DW does not "[simulate] closely real world naval ops." Now, if you confined your statement to submarine warfare/ASW, then you'd be pretty much right. DW has evolved from two previous sims modeling that environment, and is quite sophisticated in that area. But DW still has a long way to go before it accurately simulates the rest of the battlespace.
...And now, I'm willing to quit taking up more space with this. :cool: