![]() |
I ususally don't like to repeat myself, but this is worth saying a second time.
The Akula-II could run away from an ADCAP from "12.5nm" in DW 1.03. In fact, it can run away from an ADCAP fired as close as 9.82 nm. And I can prove it: The ADCAP runs 27nm at 55kts. That gives you a runtime of 29.45 minutes. In 29.45 minutes, an Akula-II can run 17.18nm at its top speed of 35kts. So, to prevent the Akula from being able to run away, you need him to be at least 17.18nm from the maximum range of the ADCAP: 27nm-17.18nm= 9.82nm. So no-escape range in 1.03 is 9.82nm. In 1.04, it's 7.74nm. (same method, different runtime) The sky isn't exactly falling. And it applies to ALL torpedoes, not just the ADCAP. I've already gotten away from some air-dropped torps that would have killed me for sure in 1.03...but in 1.04 they didn't have the legs to catch up. |
I'm really flabbergasted at what I'm reading here. I'm still trying to figure out why things are changed except for the obvious one being the surfaced moving sub stability being erratic in v1.03. V1.04 should have really fixed that problem alone.
The logic that ADM Sfduke NCO-SSN presented is quite plausable. The Modders have their own opinion but hey, modding stuff is really for personal preference isn't it? Surely the changes made aren't based on real life accurate data retrieved from source documents that no doubt wouldn't be available anyway? Or am I barking up the wrong tree here!!:hmm: |
Quote:
Quote:
There are many many examples of this, some of which Molon Labe listed above. Another one I can add: do you really believe that all torpedoes have the exact same seeker parameters? or do you think the ADCAP has greater seeker capability than say a torpedoes manufactured in the 1970's or lightweight torpedoes? Well, in the stock game, all torpedoes use the exact same seeker parameters... which was reason alone back in 2005 for many old school SCX players to refuse to play DW until some kind of mod fixed the issue, not to mention the fantasy 65cm and 53cm torpedoes and the absence of the TB-23. Cheers, David |
Quote:
1.04 also allows the player to determine whether or not (or how often) torpedoes explode on decoys and whether or not (or how often) weapons home on dead platforms. Prior to 1.04, CMs always exploded on decoys and never home on dead platforms. In chosing for it to work this way, SCS was trading realism for playability--they wanted to make the game easier for new players so that they could reach a larger audience (you know, all that griping about how "steep" the learning curve is and such). Of course, the hardcore crowd was not pleased. The community was pretty much evenly divided on whether or not this should be changed back to how it was in Sub Command (not exploding, and homing), so SCS compromised with both camps and gave us the power to decide how we'd prefer to play. I hope that answers the "why" part. Quote:
The role of modders in all this is that the changes in balance caused by the fact that torpedo ranges are now variable, can be and are addressed by LW/Ami. |
Quote:
|
Quote:
1. Who determines what the correct speed/range settings should be considering that environmental factors (even though not accurately modelled) play a great deal in the efficiency of I suppose any weapon for that matter. 2. Since when should a player have control of whether a torpedo explodes on CMs or dead platforms? To me that's not realism at all :hmm: Now if that was a variable that was randomly controlled when a game was lauched, that would make it perhaps more realistic because of the uncertainty could occur. Sorry about the rand but if realism is the issue here then what ever is modded, changed, added or varied for that matter is just for the benefit of that person who does the changes as what he or she perceives to be realistic. That doesn't mean that everyone is of that same opinion. Can anyone tell me what realism is within a simulated environment? |
At the core of Dangerous Waters is a military grade simulation tool that responds (for the most part) intelligently to a wide variety of inputs and manipulation.
The whole point of DW is that it is DESIGNED to be manipulated in all manner of ways. The "game" you purchased is merely one set of files that barely breaks the surface of unlocking the capability of the core engine. People become focused on particular numbers and data, but when values are put into the simulation, they become meaningless in any absolute sense. What's much more important is how the simulation acts as a whole when all the values are considered together, from the perspective of their performance in the simulation. Cheers, David |
Quote:
As for environmental factors, the LW/Ami 4 project involved ranges that are variable for depth for chemical-fueled torpedoes, as the thrust they generate depends on the pressure differential between the fuel and the outside. Smart money says this added layer of complexity will work its way into a mod for 1.04 at some point in the future. Quote:
Part of the CM debate was actually about whether or not people thought it was realistic...but so little is known about the technology that there is no authoritative answer available to the public. It makes sense to leave it up to the players since no one is going to win the argument unless something gets declassified. Instead of picking someone to win and someone to lose, SCS let everyone win. That's commendable. |
Quote:
Quote:
|
Quote:
|
Quote:
|
Do I detect a certain amount of paranoia from Silent Sharks Navy people?
For the love of god, if you are so worried about the cm exploding or not, have an agreement with the host to set it to 50% or whatever before you start. I would have thought that as a subsim group you'd have enough trust in your fellow members to have faith they will stick to the agreement. Oh and about modding stuff to make it realistic isn't fair, well life isn't fair, war whether virtual or real isn't fair. If you want fair go any play some console shooter or something. Half the fun of MP in DW with the mod is that you have to work to make your kill. In many ways I'd say the Seawolf is still the sub to beat and is no easier for an Akula driver now or before. So be a man and start playing the sim as it should be or find your dummy you spat out and go back to the sand pit. |
Here, Here, Xabba! :up:
|
We must understand if some people want to play DW like arcade,we must respect their belief... :lol:
|
Quote:
and…. Quote:
This is just more of the same stuff they (non SSN) have been saying at G.S. for the longest time. It’s not your normal outfit ladies and gentlemen.. everyone knows that… |
All times are GMT -5. The time now is 06:07 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.