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-   -   1.03 reaction thread (https://www.subsim.com/radioroom/showthread.php?t=89243)

Deadeye313 02-08-06 03:56 PM

1.03 reaction thread
 
Well, it's time for a big reaction thread and since noone else has started one yet I'll go first.

I only played one level after getting the patch so far: the MH-60R demo. I have to say that the hydrophone dipping is back on my list of things to do. I love the speed that it drops and comes back, it makes dipping much less hazardous though you have to be careful not to run the hydrophone into the ground in littoral waters. Other than that, watch out you don't even move when within 10 miles of me. :ping:

I'll test out the P-3 and the rest of the MH-60 systems but if this is all they did, then I'm happy.

OneShot 02-08-06 04:18 PM

EDIT : Time for Bed ... looks like I can't read straight anymore :damn:

Zerogreat 02-08-06 04:21 PM

They did, i never had LwAmi installed, but with the new patch dipping sonar seems to stream and retrieve a lot faster :up:

Deadeye313 02-08-06 04:27 PM

it's so great. It only took like 10 minutes to play the whole demo. I went low, dipped, found him within 20 seconds of dipping and then dropped an active long the line of bearing, ping and drop. I think that was the quickest kill I ever made.

I can't wait to try it in multiplayer.

HydroShok 02-08-06 05:35 PM

I was kinda hoping they would have fixed the "more than 2 missiles at a time" bug in the FFG :( . Wouldn't surprise me to see new players acciedentally using it online.

bubblehd647 02-08-06 07:59 PM

Ship handling issue 688I
 
As noted on the other thread, there seems to be a problem with ship handling by the AI when going from deep > shallow. In this screen shot, I've ordered 150ft from 365ft at 2/3 bell. The ship has a 18 deg. DOWN angle at 205'. I paused here to do the screen cap, but it was almost 25 degrees!

The back of my head would be bruised from the Diving Officer smacking me and I'd probably have to re-qualify Helm/Planes.

http://static.flickr.com/26/97343875_404d8005f5_o.jpg

Pirate 02-08-06 08:18 PM

Yeah!!! It happens to me too!!! :(

It's said , after all this time waiting for this final patch and still have this and other bugs so easily discovered...

LuftWolf 02-08-06 08:30 PM

Easily discovered yes, but easily fixed NO.

The physics engine and motion model is VERY complicated now. The results are great when everything works but some things have to be worked out, obviously.

It's not a matter of finding the problem and changing one thing by itself, in something like the submarine motion model for DW changing one aspect of behavior means changing any number of things in the code itself, and then you have to make sure that none of those changes make anything else different in an undesirable way.

Making it exactly the way it should be is a process that right now is closer to being the way it should be than not. :up:

Pirate 02-08-06 08:50 PM

Quote:

Originally Posted by LuftWolf
Making it exactly the way it should be is a process that right now is closer to being the way it should be than not. :up:

Yes, I don't doubt about that!

Infact I think Dangerous Waters is a very ambitious project.
One that no one else ever dared to try before.

To have a sub, a surface and a 2 completely diferent flying simulations in one sole engine, with this level of detail, must be a very complex achievement.
And for trying this, I admire SCS for it's corage :yep:

SeaQueen 02-08-06 09:56 PM

Re: 1.03 reaction thread
 
I want to know where that nice looking cargo ship in the trailor is? It got me all hot and bothered for a nice piece of graphics, and I got disappointed. I hated the cargo ship from the first time I saw it.

It made me happy the the surface duct SSP isn't bizzare anymore, though. I wonder if it will vary seasonally. I need to play with this. :-)

bubblehd647 02-08-06 10:10 PM

Quote:

Originally Posted by LuftWolf
Making it exactly the way it should be is a process that right now is closer to being the way it should be than not. :up:

I wholeheartedly agree! :rock:

Scion 02-09-06 04:47 AM

Re: Ship handling issue 688I
 
Quote:

Originally Posted by bubblehd647
As noted on the other thread, there seems to be a problem with ship handling by the AI when going from deep > shallow. In this screen shot, I've ordered 150ft from 365ft at 2/3 bell. The ship has a 18 deg. DOWN angle at 205'. I paused here to do the screen cap, but it was almost 25 degrees!

The back of my head would be bruised from the Diving Officer smacking me and I'd probably have to re-qualify Helm/Planes.

http://static.flickr.com/26/97343875_404d8005f5_o.jpg

I havn't played they patched version (seen too much crap on the forums to bother), but judging by that screenshot, it would seem like the cause is that the stern planes have had their effects reversed.

It seems that because the stern planes are showing an up angle, the stern is being pushed up, as opposed to down, as should happen...

XabbaRus 02-09-06 05:38 AM

Which is what you want...

For climb Up angle on Bow Planes, Up angle on Stern planes.

It think the angle is taken from the horizontal and where the pivot is on the planes.

So Bow plane up angle like this \
Stern plane like this /


So if sub is like this <<<<<\===============/>>>>> Submarine will climb and stern should be lower than bow.

Splobb 02-09-06 06:39 AM

Well its nice to get the latest patch at last. Unfortunatley they have neglected to fix the AI behaviour of the HELO when you are playing as FFG. That is, not being able to use its dipping sonar. I was really hoping this would be fixed as I feel it handicaps the platform somewhat and reaaly affects gameplay. Ah well...will have to wait for the next one I guess.

Pirate 02-09-06 06:46 AM

Sterns planes are correct.
The sub just decelerates and rises backwards!


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