SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Dangerous Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=181)
-   -   If we ever get VLS ships, what do you want for the interface (https://www.subsim.com/radioroom/showthread.php?t=88545)

Kazuaki Shimazaki II 01-20-06 12:41 AM

If we ever get VLS ships, what do you want for the interface
 
OK. I completely understand the "new ship" situation here. We are not going to get any ships until Sonalysts decides its good and ready, and it is illegal to try and mod for it ourselves (not that I'd know how). But we might as well do occasional input in the meantime to increase our probability of satisfaction when it does come.

But what do you want for the interface in a situation where there are lots of weapons to handle?

For example, we finally get the VLS Ohio with its 154 TLAMs. If we use an interface like the present ones, it'd be a veritable nightmare where we set waypoints for 154 missiles, making sure your final designation is accurate each and every time.

Then we hit the launch screen and we push P 154 times. Probably there isn't enough space to put the control buttons for 154 tubes on one screen, so we'd have to alternate b/w screens. Then we go back to the first missile and push M to open all the doors. Then we run back again and launch all 154 of them.

Does this sound like fun to you?

Or how about if we get the VLS Tico. Obviously, to keep the challenge the number of ASM/SSM that will be flung at the ship simultaneously will go up geometrically. Do you really want to engage dozens of SSMs using similar interfaces that we have for the Perry now.

So, what kind of new buttons and automation would we want to keep our mice from breaking? It is a long way off but we might as well start now. Discuss.

Thank you for your time and attention.

UglyMowgli 01-20-06 04:00 AM

I just imagine the lag in MP when 154 missile fly, with just 8 missiles + some SAM this is a nightmare in MP :rotfl:

goldorak 01-20-06 04:22 AM

We will not have the problems you are mentioning mainly because of the fact that if SCS releases future add-ons the main priority will be to add russian ships/air units which are the equivalent of the american frigate and p-3.
So no ticonderogas missile launchers, no super duper submarines capable of launching 300 missiles etc... you get my point.
Right now there is a blue advantage in terms of air/surface units; with future add-ons we need to have an equilibrium between red side and blue side.

Bellman 01-20-06 04:27 AM

Sorry KS - dont want any part of that. :o :huh: :stare: :nope:

If I want to carpet bomb missiles I will load up Fleet Command or Harpoon.
But I find it a pretty sterile gameing experience. :yep: :down: :arrgh!: :damn:

Thanks...............................but no thanks. :dead:

Sea Demon 01-20-06 04:48 AM

Quote:

Originally Posted by goldorak
the fact that if SCS releases future add-ons the main priority will be to add russian ships/air units which are the equivalent of the american frigate and p-3.
So no ticonderogas missile launchers, no super duper submarines capable of launching 300 missiles etc... you get my point.

You have no idea what the priority will be for SCS. They might just happen to build an Aegis add-on pack....and be successful with it.

SD

goldorak 01-20-06 04:58 AM

Quote:

Originally Posted by Sea Demon
You have no idea what the priority will be for SCS. They might just happen to build an Aegis add-on pack....and be successful with it.

SD


Maybe, but reading this forum since the game was released it was obvious that most of us want a balanced choice in terms of units for red and blue side.
SCS can do what it wishes, but since they seem at least to listen to their potential customers I don't think I'm off mark making the assomption about russian surface ships/ helo/ aircraft.
The last thing I want to see is a blue side so powerful in terms of units that the game looses its challenge and it becomes another frag fest.

Kazuaki Shimazaki II 01-20-06 05:03 AM

Yes, I am aware that most of this group (including me) want something like a Russian frigate or Western SSK first. However, those would work reasonably well with the current basic interfaces (modified to give the correct feel).

Just the thought of properly using a VLS ship with the current interfaces is another reason to delay it IMO.

However, my question is, and I'd really appreciate it if the interested people (seeing there are also requests for Aegis ships and Ohio SSGNs IIRC) would answer that, is if we are going to have a Aegis ship, what would you like the interface to be? Do you want it to be something like now, only w/ more weapons, or what.

After all, if you ask me, just getting off a 6-12 LAM missile strike with the waypoints is already a bit of a chore, as is handling air defence on a Perry.

timmyg00 01-20-06 11:26 AM

I think the more appropriate questions that should be asked with regards to these systems is "what do the real interfaces look like? How does the missile combat system's functionality affect the interface design?"

It's not realistic to expect that the real VLS ships have their weapon waypoints entered one missile at a time; it's more likely that they receive such targeting information via satellite or other data link in the form of a "target package" that can be downloaded into the combat system, and from there, each missile receives its waypoints (that's how it was done on my boat ;) ) Launching is probably similarly controlled en masse, or missile-by-missile, by the combat system.

TG

Oberon 01-20-06 11:53 AM

To be able to switch on the panel with a key like in Fast Attack. It may not be so realistic, but boy it was fun!

Kapitan 01-20-06 02:15 PM

five me an arliegh burke and what these guys want and il shut up FULL STOP now that must be an ensentive

Oberon 01-20-06 02:21 PM

Quote:

Originally Posted by Kapitain
five me an arliegh burke and what these guys want and il shut up FULL STOP now that must be an ensentive

Only if you use your shift key ;) :lol:

Apocal 01-20-06 03:11 PM

Quote:

Originally Posted by timmyg00
I think the more appropriate questions that should be asked with regards to these systems is "what do the real interfaces look like? How does the missile combat system's functionality affect the interface design?"

It's not realistic to expect that the real VLS ships have their weapon waypoints entered one missile at a time; it's more likely that they receive such targeting information via satellite or other data link in the form of a "target package" that can be downloaded into the combat system, and from there, each missile receives its waypoints (that's how it was done on my boat ;) ) Launching is probably similarly controlled en masse, or missile-by-missile, by the combat system.

TG

Timmy is correct!

Quote:

So no ticonderogas missile launchers, no super duper submarines capable of launching 300 missiles etc... you get my point.
Well, the Russians have their own VLS (revolver style) and SSGNs, so it's a valid question either way.

Sea Demon 01-20-06 04:48 PM

Quote:

Originally Posted by goldorak
Quote:

Originally Posted by Sea Demon
You have no idea what the priority will be for SCS. They might just happen to build an Aegis add-on pack....and be successful with it.

SD

Maybe, but reading this forum since the game was released it was obvious that most of us want a balanced choice in terms of units for red and blue side.
SCS can do what it wishes, but since they seem at least to listen to their potential customers I don't think I'm off mark making the assomption about russian surface ships/ helo/ aircraft.
The last thing I want to see is a blue side so powerful in terms of units that the game looses its challenge and it becomes another frag fest.

You may just be right, sir. I gotta admit, I'd love to be able to drive around a Kirov, Udaloy, or Helix Helo. I'm just saying none of us knows what SCS is planning for the future or what their priorities are for possible future game expansion. As most know here my first choice is an AEGIS type ship (Tico/AB). Next a Western Diesel ala 212 or Collins. Maybe the new Type 45 ship from the UK. But with what you're saying, I do agree. It would also be nice from a multi-player perspective to get a Russian Frigate and Helo to balance out the FFG-7 and Seahawk. I'd certainly purchase an add-on that included only Russian units. The possibilities for expansion seem limitless. But at this time, we don't know what SCS is thinking for DW's future. Hopefully they're generating the expected sales to drive an expansion pack.


Sea Demon

LuftWolf 01-20-06 06:54 PM

Argh! :hulk:

When will people realize that there will never be an AEGIS ship in Dangerous Waters.

That would require a whole new simulator. DW is simply not good as a model of AEGIS because the radar and EW model is much too simple and the operation of the link is nothing at all like what a networked AEGIS platform would have (the "link" system in that game would be a WHOLE STATION onto itself, perhaps with multiple subscreens). The only result of throwing in a AEGIS vessel in DW would be to have a ship that is a FFG with more missiles.

Modelling an AEGIS platform to any degree that would make it worth it in a game like Dangerous Waters would require a whole new simulator engine or major additions to the NavalSimEngine, in other words a whole new game.

Any future addons for DW will be Red surface and air, and hopefully a Blue diesel.

And it won't be until SCS has made some *profit* from DW.

Sea Demon 01-20-06 07:23 PM

Quote:

Originally Posted by LuftWolf
When will people realize that there will never be an AEGIS ship in Dangerous Waters.

That would require a whole new simulator.

Dangerous Waters would require a whole new simulator engine or major additions to the NavalSimEngine, in other words a whole new game.

Any future addons for DW will be Red surface and air, and hopefully a Blue diesel.

And it won't be until SCS has made some *profit* from DW.

You never know. There are ways they could implement this in the game. They could write an executable that changes things in the engine enough to accomodate new interfaces.

SCS has already planned an AEGIS simulator but instead decided to proceed with Fleet Command. So that shows they already had this AEGIS concept in mind for a PC based simulator. But the fact they went ahead with Fleet Command may show that there were inherent difficulties in implementing such a complex naval platform into a PC game with some degree of fidelity. I just don't know. I never understood fully why they went the Fleet Command direction.

At any rate, like I said, I wouldn't mind seeing balance in terms of Red surface and air units. But if you want a total multi-mission surface ship, AEGIS (Tico/AB) is the way to go. I don't see it as a platform that just has more missiles. It flatly can do alot of the same as the Perry but also a heck of alot more. It would give you so much more in terms of all types of surface action. Believe it or not, some of us here like to play on the surface, and would love to have a much more capable platform to do more in the game.

Sea Demon

Kapitan 01-20-06 07:33 PM

i train in the perry with a guy i basicaly call an ACE he knows the perry inside out;

we can fire off an average of 15 missiles in 1;30seconds (think have to re time it)

we can deploy helos on quick launch in 1:43

radar missiles ready in less than 3 minuets

cause we use the rule 10 mins weps hold and 2 hour max play we need quick launch helos, thats the only one we do use but tis great fun would swap my 22 year old perry for a nice new burke any day

Fitz62STG 01-20-06 07:33 PM

The AEGIS simulation would be very difficult as they would have to model the radar environment in detail like the ocean environment is, which in my opinion can go way deeper. But, that is the way of video games. You can never have everything you want.

If we were to make everything more realistic we would have to take the MK 13 launcher off of the FFG first. No FFG in the USN has the single arm bandit anymore. So no more SM-1s (SM-2s in the game) and no more harpoons. It has been capped over and is but a scar on the forecastle of the FFGs now. The sensor suites are still the same, but the warfare capabilities are much different.

Kapitan 01-20-06 07:35 PM

perrys have been downrated havnt they? from FFG to ocean escort?

TLAM Strike 01-20-06 07:37 PM

Quote:

Originally Posted by Kapitain
perrys have been downrated havnt they? from FFG to ocean escort?

They are still FFGs since the helo can fire AGM-119Bs.

... yea I know it dosn't make any sense but thats how it is... :roll:

Fitz62STG 01-20-06 07:50 PM

Quote:

Originally Posted by Kapitain
perrys have been downrated havnt they? from FFG to ocean escort?

Technically they would still be a FF. With the removal of the launcher they can't be a "G" anymore.


All times are GMT -5. The time now is 06:21 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.