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

sonar732 11-11-05 12:45 PM

Quote:

Originally Posted by Fandango
Quote:

Originally Posted by sonar732
Quote:

Originally Posted by Fandango
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)...

Can you verify this as an example...

Towed array

True bearing 090
ambiguious bearing 270

Sphere array

True bearing 090
ambiguious bearing 270

????

or just that you get a narrowband tonal at 090? The TA picks up lower frequencies while the sphere picks up higher frequencies.

Here's the sequence:
1) There is no contact on the broadband sphere array (not even a faint line)
2) I get no contact profile in the UPPER narrowband sphere array screen BUT I do get NARROWBAND LIBRARY PROFILES in the LOWER narrowband sphere array screen when the cursor is on both towed array bearings...

This might be that you do have a contact with a very faint and distant lower end tonal of 50 or 60hz. One of the ppl here has a sonar screenshot to adjust your settings so that you can see that faint tonal.

Fandango 11-11-05 12:59 PM

Quote:

Originally Posted by sonar732
This might be that you do have a contact with a very faint and distant lower end tonal of 50 or 60hz. One of the ppl here has a sonar screenshot to adjust your settings so that you can see that faint tonal.

I thought about that but the point is that I have it "mirrored"... :(

Driftwood 11-14-05 08:45 PM

Setting different parameters using waypoints doesn't work. No change in depth or speed when waypoint is reached. :huh:

drEaPer 11-18-05 08:09 AM

Exploit: Contacts can be designated by active sonar by trying to mark every possible bearing at the range where the ping echo was heard. Even if there is no visible contact(blip) on screen.

Amizaur 11-18-05 01:06 PM

Wouldn't be possible to exploit if there was track appearing for EVERY player's click on mark button, even if there is no contact in fact. If he clicks everywhere, he gets contacts everywhere, it would be player's task to decide which of the "blips" on the screen are REAL contacts, not that only the right one is possible to "mark"... If he's not sure which one is real contact or he didn't see anything, he could mark every suspicious thing on screen to check or just place a mark at the range of heard sonar return (and aproximate bearing in FFG single beam mode).

Driftwood 11-19-05 07:38 AM

Is it possible to expand/improve the voice commands in DW? For expansion purposes it would be REAL nice to be able to voice command tube reloads. On the improvement side (and I know this has been mentioned before) voice commands quit/work sporadically during the game. I've never heard/seen a reply to this issue. Which is not to say that it hasn't been answered/addressed I've just not seen it. It would be nice to know whether it's a system issue (PC needs more horsepower), game issue (bug), or voice recognition issue. A little insight on this from Jamie/SCS would be greatly appreciated.

WolfyBrandon 12-01-05 09:13 PM

Possible Bug
 
Hello everyone,

I have just started playing with the MH-60a and I think I have discoverd a little bug with it. It seems to be if you create a waypoint on the navigation map and then delete it and want to hover you cant.

Here is how to re-create it.
Go into a mission as the MH-60a. On the controls go to navigate and select the waypoint option. Place a waypoint somewhere on the map and begin to fly to it. Before you reach the waypoint, click on it and hit the delete key to delete the waypoint, then hit Shift 2 to go to dipping depth, and then hit 0 to hover. You will decend to dipping depth, but you wont hover. If they waypoint is still on the map, and you hit Shift 2 and then 0 it will go to dipping depth and will hover fine.

EDIT:
I have uploaded a video of the problem here.
http://files.filefront.com/MH_60_Hov.../fileinfo.html

Wolfy

Molon Labe 12-08-05 08:47 PM

I think its about time we added launch altitude and speed parameters for aircraft torpedoes and sonobuoys. Some people are taking advantage of the omission of these and are lobbing torps for miles. It's time to take this cheat away.

OneShot 12-09-05 07:41 AM

Along the way (to balance some) change the often mentioned parameters for SAMs. Like smaller Aquisition cone, time between (full) surface and when you can fire a missile, detectability of Masts on Radar if up for a prolonged time (more then 2 or 3 radar sweeps). You know all those funny things that let sub skippers play SAM launcher in wait for an airborne plattform.

As it is those (and yes, quite unrealistic) slingshooting of torps and sonobuoys is a viable mechanism to counter the thread of sub launched SAMs by simply staying out of range while still being able to detect and attack them.

Yes Bubbleheads, thats not fair - but thats life. Subs are not designated SAM Launchers. And unless it gets harder (in stock DW that is, Lw/Ami is quite different) to shoot down Airplanes and Helos from subs by using their undetecable periscope / ESM mast for detection and being able to instantly go to the Sail when the Sail has just breached the surface (even intermittenly in high seas) I definitly vote for keeping it as it is.

Molon Labe 12-09-05 08:18 AM

Quote:

Originally Posted by OneShot
Along the way (to balance some) change the often mentioned parameters for SAMs. Like smaller Aquisition cone, time between (full) surface and when you can fire a missile, detectability of Masts on Radar if up for a prolonged time (more then 2 or 3 radar sweeps). You know all those funny things that let sub skippers play SAM launcher in wait for an airborne plattform.

As it is those (and yes, quite unrealistic) slingshooting of torps and sonobuoys is a viable mechanism to counter the thread of sub launched SAMs by simply staying out of range while still being able to detect and attack them.

Yes Bubbleheads, thats not fair - but thats life. Subs are not designated SAM Launchers. And unless it gets harder (in stock DW that is, Lw/Ami is quite different) to shoot down Airplanes and Helos from subs by using their undetecable periscope / ESM mast for detection and being able to instantly go to the Sail when the Sail has just breached the surface (even intermittenly in high seas) I definitly vote for keeping it as it is.

The best thing to do to counterbalance the tactics problem is to make the tactic as unfeasible as it is in real life, not to add another realism problem on top of it, especially not a cheat as HUGE as lobbing torps for miles.

If the active sonar bug is fixed, the subs won't have to stay at PD to survive. Same for the ungodly passive detection ranges of 1.02/3Beta.

If flares actually worked, airdales would survive being shot at.

If Missiles were slaved to the IR camera, they could be fired faster

There's a right way to fix problems, and a wrong way. Letting people cheat is wrong. Period.

drEaPer 12-17-05 08:32 AM

Suggestion: When entering sonar station, automatically mute music, when returning to another station re enable music.
SH3 does it, and its really cool. Atm I play DW witout music so I can hear the noise in sonar.

OneShot 12-17-05 09:00 AM

@Molon Labe ... thats why I said. Fix the unrealistic things, to discourage unrealistic tactics and make it more balanced. BUT more balanced for both sides. If they only fix for one side, it takes away from balance. As it is its unrealistic but in its own way balanced if you know all the tricks. And lobbing Torps is by no means cheating ... its exploiting the possibilities of the game. Otherwise having masts up that are undetectable, being able to instant fire SAMs while the sail is more under then above water and things like that are cheating. Be careful with words ...

Molon Labe 12-17-05 12:14 PM

It's a sliding scale, somethings are more blatant than others, and more importantly, some things can be done legitimately but simply don't have the disadvantages of doing so modeled. There is a valid reason to put a mast up; such cannot be said of throwing torps around 10,000ft in the air.

OneShot 12-17-05 12:54 PM

Quote:

Originally Posted by Molon Labe
It's a sliding scale, somethings are more blatant than others, and more importantly, some things can be done legitimately but simply don't have the disadvantages of doing so modeled. There is a valid reason to put a mast up; such cannot be said of throwing torps around 10,000ft in the air.

So being invisible to Radar and IR carries no disadvantages ... certainly for the sub skippers ... thats about equal realism wise then sling shooting torps around from great heights. Anyway, we are getting Off Topic here. I think we both agree, that some things need to be modelled differently and as it seems more real life like. SCS certainly has gotten the point by now from the posts. Why not call it a day for the moment ?

Molon Labe 12-19-05 12:22 AM

CIWS:

You know, it really sucks when you want to put your CIWS on auto, but then it shoots at both incoming vampires, and SAMs coming from your own ships that are trying to shoot down the vamps... especially since if both a threat missile and a SAM are around, it always shoots at the SAM, and the vamp gets though. So, let's have a "threat axis" option for the CIWS. You assign a direction, and every incoming within say, 60-90 degress of that axis gets engaged, and incoming missiles from other directions are allowed to pass. :know:


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