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-   -   SEA POWER - Naval Combat in the Missile Age (https://www.subsim.com/radioroom/showthread.php?t=243495)

UglyMowgli 10-05-20 11:10 AM

Twiitter sept 26



https://pbs.twimg.com/media/Ei2euxVX...jpg&name=large


source : https://twitter.com/TriassicGames


On the Discord channel you can talk/ ask question to the devs (Nils is regularly present).


https://discord.com/channels/6815233...57625737052170

Barkhorn1x 10-05-20 12:49 PM

I stand corrected. Which is good. Thanks!

UglyMowgli 10-08-20 12:31 AM

Dev Diary #3 - Environmental Considerations


https://steamcommunity.com/games/128...80084783077018


https://cdn.cloudflare.steamstatic.c...if_2_sam2b.gif

Barkhorn1x 10-08-20 08:14 AM

Quote:

Originally Posted by UglyMowgli (Post 2699700)
Dev Diary #3 - Environmental Considerations

Nice!

Aktungbby 10-09-20 12:04 AM

Welcome aboard!
 
abigailbrown!:Kaleun_Salute:but it wasn't WWII and we don't generally market halloween costmes in our sigs.:03:

Xaron 10-09-20 04:05 AM

Haha indeed. Deleted that one.


@Barkhorn1x: We mainly post on FB, Twitter and Steam plus are pretty active on Discord. But feel free to ask any questions here as well. :)

Jimbuna 10-09-20 04:09 AM

Quote:

Originally Posted by Aktungbby (Post 2699852)
abigailbrown!:Kaleun_Salute:but it wasn't WWII and we don't generally market halloween costmes in our sigs.:03:

Sent packing back to Pakistan.....SPAMMER

UglyMowgli 10-10-20 05:58 PM

F-15


https://media.discordapp.net/attachm...20x1080_65.png


source : https://discord.com/channels/6815233...57625737052170

Barkhorn1x 10-11-20 09:20 AM

Quote:

Originally Posted by Xaron (Post 2699874)
Haha indeed. Deleted that one.


@Barkhorn1x: We mainly post on FB, Twitter and Steam plus are pretty active on Discord. But feel free to ask any questions here as well. :)

TY but be sure to share the love here as well cause I'm lazy. :Kaleun_Salute:

Xaron 10-26-20 01:22 AM

@Barkhorn1x: Ok, sorry, will do so! :)

stormrider_sp 10-29-20 01:43 PM

Question to the developers.


I remember back when Cold Waters was released, there were lots of promises but in the end, it turned out that it was just a quick cash grab gamey. Not even torpedoes were properly implemented: There's basically no different, to this day, between a ADCAP and an old Mk37 in regards to countermeasures resistance in this gamey.


It's stated that Seapower is being developed by a departed Cold Waters developers and being published by a dubious new Microprose and is undertaking a very daunting task of simulating modern naval warfare in the missile age.



My question is: Will this be another cash grab Arcadey Cold Waters Gamey or a proper Naval Warfare Simulator?


Cheers

Wolfpack345 10-29-20 06:33 PM

Stormrider,
What a poor and rude way to phrase your question.

To call Cold Waters a cash grab is simply false. It was a complete game at launched and the added an entire campaign post launch.

To say that there is no different between the Mk48 and the Mk37 shows you have not played the game that much. They do have different characteristics.
Just because you did not like the game doesn't make it a "cash grab".

I suggest you rephrase your question to be less condescending if you are expecting a proper response.


Cheers

stormrider_sp 10-30-20 06:25 AM

If you know so much about the game for being rude to my honest description of such a simple arcade game as Cold Waters, please, show me in the codes below, what makes a Mk37 different from an ADCAP in regards to its counter measures resistance.



Code:

WeaponObjectReference=usn_mk37
WeaponSprite=weapons/sprites/usn_mk37_sprite
WeaponType=TORPEDO
Warhead=225
SurfaceLaunched=FALSE
SwimOut=TRUE
WireGuided=TRUE
WireBreakOnLaunchProbability=0.1
WireBreakSpeedThreshold=15
RangeInYards=23000
RunSpeed=17
ActiveRunSpeed=26
TurnRate=20
SensorAngles=30,15
SensorRange=950
WeaponNoiseValues=120,230
MaxPitchAngle=45
HomeSettings=PASSIVE,ACTIVE
AttackSettings=SNAKE,LEFT,RIGHT
DepthSettings=LEVEL,SHALLOW,DEEP
MinCameraDistance=0.5
ResupplyTime=15

Code:

WeaponObjectReference=usn_mk48_adcap
WeaponSprite=weapons/sprites/usn_mk48_sprite
WeaponType=TORPEDO
Warhead=550
SurfaceLaunched=FALSE
WireGuided=TRUE
WireBreakOnLaunchProbability=0.1
WireBreakSpeedThreshold=15
RangeInYards=35000
RunSpeed=50
ActiveRunSpeed=65
TurnRate=20
SensorAngles=60,15
SensorRange=4000
WeaponNoiseValues=160,230
MaxPitchAngle=45
HomeSettings=PASSIVE,ACTIVE
AttackSettings=STRAIGHT,LEFT,RIGHT
DepthSettings=LEVEL,SHALLOW,DEEP
MinCameraDistance=0.5
 ResupplyTime=15


Well, you see, there isn't. And this is just one example of how undeveloped this game is. They released it, took the money and ran. But that's not the point of my question anyways. I'm trying to find out, from an official source, how different, how better and how committed they are to making it a proper modern naval simulator given their reputation.

MekStark 10-30-20 07:49 AM

where's my popcorn when I need one...

Julhelm 10-30-20 08:44 AM

Quote:

Originally Posted by stormrider_sp (Post 2703646)
Question to the developers.

I remember back when Cold Waters was released, there were lots of promises but in the end, it turned out that it was just a quick cash grab gamey. Not even torpedoes were properly implemented: There's basically no different, to this day, between a ADCAP and an old Mk37 in regards to countermeasures resistance in this gamey.

The lead programmer on Sea Power is the not the same person who wrote Cold Waters - that person now runs Killerfish Games and works on his War on the Sea WW2 game.

Sea Power is written from scratch on a completely new codebase and has zero in common with Cold Waters - it only looks similar because I was art director and lead artist on both titles, and our other artist also worked on CW.

Anyway, since you've already posted examples of the Cold Waters torpedoes, I will just post an example from Sea Power:

Quote:

// Guidance Types:
// 0 = None
// 1 = IR Homing
// 2 = Semi-Active Radar Homing
// 3 = Active Radar Homing
// 4 = Anti-Radiation Homing
// 5 = Laser-Homing
// 6 = TV-Homing
// 7 = Active Sonar Homing
// 8 = Passive Sonar Homing
// 9 = Wake Homing

GuidanceType=3
InitialFlightPhaseDuration=3.0 // time in seconds where the missile moves straight on without guiding
TerminalHoming=True // If true the weapon has active seeker for terminal homing
MidCourseCorrection=0 // 0 = None, 1 = Radio Command, 2 = Wire Guided
InertialGuidance=True // If true it runs to a preset point before activating guidance
HomeOnJam=False // Immunity to Noise Jamming
SeaSkimming=True // If true, fly at wavetop altitude during entire flight
SeaSkimmingAlt=20.0 // height in feet for sea skimming
TerminalPopup=True // If true, temporarily rise to x ft (see below) to reacquire the target, then dive
MaxPopupAlt=1000.0 // Peak altitude for pop-up maneuver in feet, acquire target
PopupAngle=30.0 // Climb angle for initial pop-up maneuver
DescentAngle=30.0 // After reaching peak altitude, descend at this angle towards target
Lofted=False // If true, the weapon is launched to a high altitude, then dives to reach its target
LoftAngle=0.0 // Climb angle for initial loft
MaxLoftAlt=0.0 // Maximum altitude for lofting
BearingOnlyLaunch=True // If true, the weapon can be fired down a bearing, going active immediately
Accuracy=80 // Base probability of kill value (0...100)
CircularErrorRadius=0.0 // Circular error radius in yard
MaxVelocity=540.0 // Maximum speed in knots
Acceleration=6.0 // Acceleration factor
MaxTurnRate=10.0 // Maximum turnrate in g
SeekerFOV=60.0 // Seeker field-of-view in degrees
SeekerRange=40.0 // Seeker range in nautical miles
LaunchReliability=97 // The lower the value, the greater risk of misfire or accident (0...100)
CounterMeasuresRejection=60 // The lower the value, the greater risk of spoofing by countermeasures (0...100)
NoiseRejection=60 // The lower the value, the greater risk of spoofing by jamming (0...100)
MinLaunchRange=3.5 // Minimum launch range in nautical miles
MaxLaunchRange=40.0 // Maximum launch range in nautical miles
SearchMode=0 // 0 = None, 1 = Snake, 2 = Circle, 3 = Spiral, 4 = Ladder
ReattackMode=0 // 0 = None, 1 = Circle, 2 = Drive-around
LadderParams=0.0,0.0 // First leg, second leg in yard
SpiralSearchParams=0.0,0.0 // Ceiling, floor in yard
As you can see, weapons are modelled much more in-depth.



The game will most resemble Fleet Command, with focus on commanding multiple ships, subs and aircraft. It will definitely be more game than CMO, but more sim than Cold Waters.


That said, I would appreciate it if you stopped using terms like arcade and game as insults. Cold Waters was not a 'cash grab' - it was a labour of love on my part and the culmination of a decades-long desire to make a nuclear sub sim. I resent the cynical implication that we are some sort of con-men for releasing a game that falls short of your definition of a 'proper simulator'.


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