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Overkill, have you turned off the auto crew for that station?
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:o :damn: :88)
Thanks TLAM. I was get'n ready to throw my laptop across the room. :lol: |
Just wanted to say awesome game Sonalysts
Hail all, thanks for your suggestions on patching and keep them comming I really enjoy this game. Even more I enjoy this topic, players have a voice. I agree with almost all of the people here as to what to patch. you guys all know whats wrong and what should be in this game. Well Dw is not perfect by far. Hopfully they will listen and make it better. Full Ahead Modders too, there are some good mods for dw too.
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Flood damage.
I know that you can get damage to your torpedo tubes but it would be great if you spring a leak and your max depth is restricted, and if it gets worse it has an effect on your trim and you might start to sink. |
Yes, absolutely ! Major damage should have influence on buoyancy, for example you could become so heavy that it's impossible to keep depth and you have to make emergency blow ! Or even this could be not enaugh with very heavy damage... It would improve the game "coolness" greatly I think :-). At present IIRC you can have 98% damage and still move submerged normally, just like nothing happened... Only various systems are inoperative but buoyancy is not affected at all.
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On the FFG TMA Station:
Passive LOBs should not only extend to circa 10,000 yards. That makes it pretty tough to line the ruler tick marks up on a contact beyond that distantce. Could you guys make passive LOBs extend for the length of the entire plotting board? Thanks Sonalysts. |
Hello. The ability to snapshot or put my SM-2s on auto for incomings would be a good option I think. :)
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1) This is probably a too significant change for a patch, anyway:
What about something similar to the subs' stadimeter on the on the P-3C camera station? Especially using infrared mode, you can see the outlines of a ship quite accurately, and classifying would be much easier having a photo library next to it. 2) On the GRAMS in the Orion (probably other controllables too), the ticks for the y-axis should not reach into the positive x area, at least for me that's a little distracting when looking for active DICASS feedback. |
In fact I once tried to hide under one of those GRAM "ticks" in a Kilo, when a buoy activated very close to me ;-) Positioned myself very close to buoy at it's 90 degrees :-)
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This has probably been mentioned before, but I haven't seen it, so I'll note it here just in case.
For any sonobuoy, you can click 'mode' if it says 'out of range'. Then, you will be able to work normally with the sonobuoy, pinging it, marking contacts, and such. |
Fixes
Things I would like to see fixed;
I am mainly working with the subs at present 1. TB 23 for 688i 2. Do something with sonar, you can get new contacts all the time all over the place, yes I checked and nothing is there. Decoys are better in DW than in real life, they almost never fail. The ADCAP is a very hard fish to trick in real life. Can they be made more realistc? Can the voices be fixed, some of them you can barely hear. Ron Banks MMCM(SS), USN(Ret) |
for some reason if i launch a SS-N-27 ASM missile from 50 meters it dont work done this 3 times at all stop yet it only happens sometimes many other times it works whats wrong ?
might be me |
snapshot script
2 things that I think would be very useful for mission creators:
-Snapshot script (like engage script but the platform launches the chosen weapon towards the desired bearing) -Active Sonar Script (for submarines) -The addition of the TB-23 TA |
force detection script
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Make OHP FFG quieter!!! Sub hunting frigate shouldnt be so loud!
I take my words back.OHP is enough quiet to hunt subs(even akula).Sorry for the confusion. |
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