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-   -   Patch Suggestions (Monitored by Sonalysts) (https://www.subsim.com/radioroom/showthread.php?t=78264)

Molon Labe 09-17-05 08:44 AM

Add armed AI SSBN's, but don't include any doctrine which would allow them to fire automatically; allow SLBM firing by script only. The scripts would be fired by trigger, for example, at a designated mission time, a certain time after it detected the player SSN (use them or lose them!), after the destruction of its SSN escort, etc.

It would be cool to have to stalk the boomer properly and get into its baffles before taking the shot....or else. :rock:

Deathblow 09-17-05 04:58 PM

Launch Transients please. "Captain! Launch transient on bearing 236!" To be able to detect missle launches from subs.

TLAM Strike 09-17-05 05:10 PM

Quote:

Originally Posted by Molon Labe
Add armed AI SSBN's, but don't include any doctrine which would allow them to fire automatically; allow SLBM firing by script only. The scripts would be fired by trigger, for example, at a designated mission time, a certain time after it detected the player SSN (use them or lose them!), after the destruction of its SSN escort, etc.

This short of actually launching the rocket can be done now by using scripts. But come on, we don't really need to see the rockets fire.


Oh on another topic, I experienced a CTD when witnessing a torpedo hit on a enemy sub using HF Sonar. It's something to look in to...

Molon Labe 09-17-05 06:54 PM

Quote:

Originally Posted by TLAM Strike
Quote:

Originally Posted by Molon Labe
Add armed AI SSBN's, but don't include any doctrine which would allow them to fire automatically; allow SLBM firing by script only. The scripts would be fired by trigger, for example, at a designated mission time, a certain time after it detected the player SSN (use them or lose them!), after the destruction of its SSN escort, etc.

This short of actually launching the rocket can be done now by using scripts. But come on, we don't really need to see the rockets fire.


Oh on another topic, I experienced a CTD when witnessing a torpedo hit on a enemy sub using HF Sonar. It's something to look in to...

I, and others, have had CTDs marking objects in HF sonar....

LuftWolf 09-20-05 02:07 PM

Please add increased damage for under-keel detonations as it was in SC, as they now do *less* damage than a standard hit.

N00be 09-21-05 02:26 AM

Hi!

What I miss from other WW2 subsime: Damagecontrol.
Maybe you can add another station, that is dedicated to damage control and maybe you can add some variations when being hit, so different compartments are damaged and not the whole sub dies immediatelly. Maybe also adding repair crew for on sea emergancy repairs.

Kumando 10-03-05 05:57 AM

Make a rendering so that the propelers stop at full stop order plz.

Tgio 10-05-05 12:59 PM

Don't know if it has been posted yet, but I would like to see torpedo wire break...
Something linked to sub speed and/or torpedo bearing (maybe torpedo distance too), like:
1) 15 Knots they breaks for sure,
2) 10 knots they breaks on angle more of 90 degrees...
3) a little bit of random in 1) and 2)
(Yes, Just guessing for the values)

Captain Rebecca E Smith 10-10-05 09:37 AM

HI, my $0.02

Is it just me that this bothers, but hangovers from SC that are in DW are really ticking me off... I think it's just a lack of polish...

i.e.

On the Seawolf (only platform I play) periscope display, when it's raised the (only way I can describe this) 'overlay' of the optics - what you see - is a couple of pixels out - there is a vertical and horizontal lines of 'outside' that appear over the periscope itself. Like the outside world 'view' is full screen, but the static image of the periscope et all is overlayed on to, but the bit around the binocular section is out of sync...

Graphical glitches around buttons when moving in / out i.e. seawolf buttons = I think all of these bugs are on all platforms - at least all sub platforms. I think caused by the graphics artists drawing the panels with the buttons out first, then worrying about getting the buttons in, when it's often - not always - easier to draw then in first and model the button OUT seperately.

Also, like Silent Hunter 3, how about being able to right click the mouse over the real world view in the peri. and mouse and mouse wheel movements then link to view movements...this whole clicking on the arms or just being able to drag the view in the binoc. area is totally lame. => When you just want to pop up, get a quick 360 of surface stuff and duck back down before being spotted, all the damn clicking / dragging takes too long!

How about being able to play just ONE platform thru the entire campaign? I just wanna play on the 'wolf thank you very much...

What about the ability to scale how good the autocrew are?

Also, when you tell your sonar guy to drop a track...IT STAYS DROPPED!!! Or at least drop it permanently from the map display.



I doubt I'll see any of these in the next or any patch, so disappointedly I'll go back off to SH3... :( but that's my 2 cents...

Rebecca

BTW compared to SH3, the sea / graphics are awful. I think.

In the next (if any) reincarnation of SC, I'd love to see a real 3d crew and communciate with them like SH3, much much MUCH improved graphics and general tidyness...oh, and a bridge view so that I can feel the wind in my hair (well only if I put my hair dryer on - for realism you understand) on the subs would be awesome.

Thanks

Molon Labe 10-10-05 10:05 AM

There's a buggy AI doctrine that's getting in on my nerves.

Apparently, when an unidentified contact is detected, all AI platforms on the detecting side rush in to ID the contact. There are a lot of problems with this. First, for surface or air contacts, this should normally be the job of a single aircraft; there is no need for every sub and ship to leave their patrol areas to investigate a contact 40 miles away. Second, the subs are responding even if they aren't at radio depth, so they shouldn't be aware of the contact. Finally, subs going to flank is generally a really bad idea.... This is the big one; AI subs are giving their positions away whenever so much as an unknown surface contact is picked up on MPA radar. :damn: I would say subs should be investigating unknown sub contacts only, only if they are at radio depth to know about it, and should either proceed at no higher than 15 knots or do a reasonable sprint and drift transit, slowing to tactical speed once they are within 10nm of the unknown contact's last known position.

Amizaur 10-10-05 11:15 AM

Quote:

Originally Posted by Tgio
Don't know if it has been posted yet, but I would like to see torpedo wire break...
Something linked to sub speed and/or torpedo bearing (maybe torpedo distance too), like:
1) 15 Knots they breaks for sure,
2) 10 knots they breaks on angle more of 90 degrees...
3) a little bit of random in 1) and 2)
(Yes, Just guessing for the values)

From what few real life submariners said, wire breaking was big problem in the past but at present things improved that there is very low probability of breaking the wire even at mederately high speeds and maneuvers, only going flank or turning opposite directions would do that in practice. Probably the change was introduced with the ADCAP which beside 10nm of wire inside the torpedo has additional 10nm of wire on a spoil that stays in the tube (or maybe floats in the water?) so the sub can leave the position of launch and maneuver in 10nm radius from launch point. So I think that in the game wire maybe should:

break for sure at 25 or 20kts (or maybe if maneuvering hard at such speeds ?)
break after 180 degree turn
have chance of breaking over 15kts]
break for sure if torpedo tuns past 10nm !!!! the wire is no longer, so no possibility to steer a 20nm shot !!

maybe break if you don't change your course after launch ? The wire left in the water by torpedo would drift behind the sub and be cut by sub propeller I guess ?

but in general the wire should be breakable at high speeds and radical maneuvers (like is mentioned in the manual!) and has a finite length, it's a major game issue

and beside this all - while playing a sub the thing I miss very much is the possibility to designate target platform category as a sonobuoy. I get lots of active intercept sonobuoy tracks, and soon have their exact position because they doesn't move. But there is problem what platform category designate them as ? A weapon is confusing me (it's scaring thing to see such contacts on map ;) ) and AutoTMA tries to make TMA on them and assign them a speed, the result is that contact tends to move :(. Usually I designate them as a stationary, but would be best if there was separate platform category - sonobuoy, possible to assign. I know it's not a thing for the next patch, but an idea for future imoprovement.

N00be 10-18-05 10:31 AM

Suggestions: Enable centering on hook in weapons coordinator screen (F8) on the FFG. That option is available at weapon control and ASTAC but somehow you forgot to add it to the weapons coordinator, and enqueueing lots of targets in the engage list can be a pain if they are close together and you cannot zoom in on em to click the correct one.

Add nightvision to the gun controls, at night there is no way to see where you aiming at (fine tuning the aim of the main gun), cause you dont see anything without some kind of NV.

Fandango 10-24-05 05:37 PM

To be able to see the bearing of the periscope when it's still not raised...

Fandango 10-26-05 04:39 PM

Probably this has already been mentioned but anyway...

688(I): Whenever I have contacts on the towed array and nothing on the bow array, I get identification lines in the narrowband bow array display at the same bearings I see them in the narrowband towed array display (on both sides of it)...

MaHuJa 10-26-05 04:56 PM

I may have mentioned it already, but:

Situation:
1 Human FFG
1 Human MH-60 based on said ffg

Procedure:
MH-60 spends all his weapons, lands, reloads.
MH-60 goes to lunch (or whatever) and hands control to ffg.

Result:
FFG ASTAC says helo is out of ammo. FFG is unable to have MH-60 deploy weapons.


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