SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   COLD WATERS (https://www.subsim.com/radioroom/forumdisplay.php?f=268)
-   -   Cold Waters: Tactics & Tips + printable key reference (https://www.subsim.com/radioroom/showthread.php?t=231498)

suitednate 06-08-17 02:13 AM

Quote:

Originally Posted by Hans Schultz (Post 2489054)
I'm playing the 1968 campaign and I'm having a lot of difficulty engaging targets. I feel like whenever I get a contact from the strategic map. I'm at a disadvantage engaging surface targets especially. When I close the range to fire my mk14s and rise to 100 feet i'm almost always detected the cargo ships turn tail and the ASW ships are all over me. Any tips on closing range and getting a good solution without getting detected and or the enemy ships turning away and disengaging?


Agreed. 1968 is TOUGH!! Playing on hard difficulty. I'm having the same issues as you are. The Bears and Mays are blowing me away as well. I think the aircraft tend to find you a little too easily (I like realism but not sure they could really find US subs that easily, it's not like I'm always burning around at 20 knots). Also, the 1968 weapons for lack of another way to put it, make winning pretty hard. It seems the Soviets had superior weapons in this time frame.

The Bandit 06-08-17 11:14 AM

Quote:

Originally Posted by suitednate (Post 2489396)
Agreed. 1968 is TOUGH!! Playing on hard difficulty. I'm having the same issues as you are. The Bears and Mays are blowing me away as well. I think the aircraft tend to find you a little too easily (I like realism but not sure they could really find US subs that easily, it's not like I'm always burning around at 20 knots). Also, the 1968 weapons for lack of another way to put it, make winning pretty hard. It seems the Soviets had superior weapons in this time frame.

I mean its not outside the realm of possibility that they are running a criss-cross search and picking you up on MAD if you are too shallow. I agree though the Bears bring much grief and their sonobouys seem to be able to penetrate the layer on a regular basis. They are also uncannily accurate with the depth charges as well.

Berserker 06-09-17 11:30 PM

Way points for the subs..How do we make them??

Lost At Sea 06-10-17 09:26 AM

No waypoint yet, you drive the boat all along, every sec and every minute. No command whatsoever. Got me into trouble a few times
Hope the devs will include waypoints, commands, as well as a selection of plotting tools and markers in a future update:)

And can we take clean screenshots without the GUI ? How please?

Lost

Killerfish Games 06-10-17 09:42 AM

F10 hides the interface for screenshots.
Options : Game " Player Sub marker removes the sub icon.

-Pv- 06-12-17 12:46 AM

I've been interested in this game since I heard of it. Seems very Dangerous Waters like. However, for a sim which is supposed to be tactical command, the manual driving in three dimensions through key commands seems unreasonable unless you have VoiceAttack which seems to be all but mandatory at this point. No waypoint navigation while you have a tactical map seems unreasonable also. Given the price, I would expect a better interface. I'm holding off on my purchase until I see some UI refinements. Seems you put a lot of work into graphics (ships, ice, water, sky, etc. looks fine) and sea warfare has detailed physics but the UI seems more like "just enough" for the devs to test the game while frustrating the player. I remember all the finesse in the attack setup I learned in DW and RSR and looking forward to getting back in the seat once I see some improvement.
-Pv-

SpiderWire 06-14-17 05:48 AM

Quote:

Originally Posted by Lost At Sea (Post 2490119)
No waypoint yet, you drive the boat all along, every sec and every minute. No command whatsoever. Got me into trouble a few times
Hope the devs will include waypoints, commands, as well as a selection of plotting tools and markers in a future update:)

And can we take clean screenshots without the GUI ? How please?

Lost

Second that.

Navigation could be a little bit more comfortable. Even shortcuts for scope depth etc. would be nice.

Berserker 06-15-17 08:24 PM

I read the manual and could not find how to load and launch noisemakers..Any hints??

blkdimnd 06-15-17 09:12 PM

Quote:

Originally Posted by Berserker (Post 2491801)
I read the manual and could not find how to load and launch noisemakers..Any hints??

They come preloaded. Press SHIFT+D to drop one.

Berserker 06-15-17 11:25 PM

I always do things the hard way...I got into a fight with a Russian sub and when he fired a torp at me I went to the sub view and started punching buttons...Cost me 2 subs but I found shift d...:haha: And now that decoys have been found where are the jammers/noise makers shallow and deep??

blkdimnd 06-16-17 12:14 AM

No jammers.

Noise makers [MOSS, Mobile Submarine Simulator] are loaded in the the torpedo tubes, and fired like a torpedo, but are unguided.

Check out Jive Turkey's YouTube page. He has some good tutorials.

Make sure you load then while in port!!

Kazuaki Shimazaki II 06-16-17 12:39 AM

Quote:

Originally Posted by -Pv- (Post 2490558)
I've been interested in this game since I heard of it. Seems very Dangerous Waters like. However, for a sim which is supposed to be tactical command, the manual driving in three dimensions through key commands seems unreasonable unless you have VoiceAttack which seems to be all but mandatory at this point. No waypoint navigation while you have a tactical map seems unreasonable also. Given the price, I would expect a better interface. I'm holding off on my purchase until I see some UI refinements. Seems you put a lot of work into graphics (ships, ice, water, sky, etc. looks fine) and sea warfare has detailed physics but the UI seems more like "just enough" for the devs to test the game while frustrating the player. I remember all the finesse in the attack setup I learned in DW and RSR and looking forward to getting back in the seat once I see some improvement.
-Pv-

I started off with the same feeling, however, as I got the hang of the controls I actually appreciate the way it is done now.

I know automated steering is a popular request, but IMO people should try to acclimatize themselves on the game as it is meant to be played rather than (it seems) insisting on DW-style play as the "gold-standard". Because remember, TMA is completely automated, as is detection. If you automate steering as well, then CW turns de facto into DWlite with better graphics and you might as well go play DW - I mean, I understand it's on Steam now if you lost your disc.

The extra effort it takes to maneuver your boat actually causes you to maneuver it more cautiously than in DW, simply because otherwise it'll be hard to control. Have you ever forced your DW boat into a hard right turn and even added speed just to speed up the turn and then at the last minute told your helmsman the course you want to steer and let him "fix" your reckless shiphandling? Have you deliberately set a massive depth just to trick the algorithm into giving you more dive angle and then (again) told the planesman your real desired depth at the last minute and make him fix it for you? Or got forbid, did a short emergency blow using the MBT to increase the climb rate, then vented the tanks (they vent almost immediately in DW) and again told the planesman to clean up your mess and settle you at perfect periscope depth?

One thing no game can ever do no matter it's realism is getting you to not realize that ultimately you are in your bedroom and not a real sub. Because of this, you will take chances you will never take with the real boat - unless the game doesn't let you get away with that. And I see manual control as CW's way of making sure you will actually steer it like a real sub because you will have to clean up the mess of your reckless maneuvers, not the automated control.

nesbit 06-20-17 11:52 PM

Torpedoes not running shallow?
 
It seems when I set the torpedoes to shallow, they often seem to stay at depth and sometimes manage to find me. Anyone else see this behavior? Drives me nuts when attacking surface ships.

Still love the game though. Glad the developers are continuing to improve it.

StillFabry 08-04-17 08:42 AM

Quote:

Originally Posted by Hans Schultz (Post 2489054)
I'm playing the 1968 campaign and I'm having a lot of difficulty engaging targets. I feel like whenever I get a contact from the strategic map. I'm at a disadvantage engaging surface targets especially. When I close the range to fire my mk14s and rise to 100 feet i'm almost always detected the cargo ships turn tail and the ASW ships are all over me. Any tips on closing range and getting a good solution without getting detected and or the enemy ships turning away and disengaging?

I've also the same problem. Is Impossible to sink a Kresta Battleship escorted by 2 Destroier and a helicopter with Mk16 10 kyd range and no homing.

Aktungbby 08-04-17 09:03 AM

welcome aboard!
 
StillFabry!:Kaleun_Salute:


All times are GMT -5. The time now is 12:08 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.