Thread: LAN Experience
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Old 10-30-05, 08:59 AM   #10
drEaPer
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Join Date: Feb 2005
Location: Germany
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Yes the rado antenna was deployed in addition to the floating wire as I said. Please read carefully.



Quote:
Originally Posted by darksythe
Quote:
Originally Posted by drEaPer

Some examples:
Their subs both had an ESM contact, so they went to PD to exchange their info. Then they wanted to merge them in TMA and found out that it didnt work. I told em that they can make a manual solution and merge that, but they werent really satisfied with that.
Another thing that made em upset, was that there is no warning when you want to raise a mast while u are too fast. They broke lots of masts, and were really frustrated that no warning came to tell em that it isnt a good idea to raise the mast now.

Well it is the job of the captain to know the specs of his boat before he leaves port.
Using this argumentation doesnt realy help much. I am talking about people new to DW. It would help em much to get a warning before raising the mast. I guess the crew of a sub wouldnt just stand there and watch the captain raise the mast at 30 kts.
"Recommend lowering all masts and antennas" "Oops, too late, sorry that I didnt warn you before you clicked that button" The guy was more saying that there is a warning, that is triggered when it is already to late.

Quote:
Originally Posted by darksythe
Quote:
Originally Posted by drEaPer
Promoting stuff to the link also wasnt working well. Sometimes a sub didnt show up, but it was at 56ft with antenna up, other times the sub showed up but had no name next to it.
Sometimes it does take a while for the communications to travel from boat to sat to boat.
The position was there, the name was missing. He had to lower his antenna and raise it again.

Quote:
Originally Posted by darksythe
Quote:
Originally Posted by drEaPer
What made them also go crazy, was the fact that they couldnt tell the NavMap to merge their ownship contacts with the links data contacts. They just didnt understand why they should have so many stuff on their screen when they exactly knew that a certain Ownship contact was the same contact that is already on the link.
Well in this case you would drop ownships track on the navmap.
True, but why do you get several link contacts stacked above each other in the first place? One shown as friendy, one shown as neutral and if you play the FFG you get a lookout contact too (which is reappearing as soon as you delete it).

Quote:
Originally Posted by darksythe
Quote:
Originally Posted by drEaPer
They asked for an option to tell the TMA: Take link No.XXXX as a solution for M02. I told them it doesnt work that way but they were just annoyed by having the same ships multiple times on their nav maps and when trying to select a contact that was under another contact (link) they had to scroll in and out alot. They were also confused about the fact that a link contact has a different number for different players, and that made communicating harder.
How are you supposed to merge a contact that your4 ships computer has no tracking data for.
-> By making a manual solution with the same data as the link data. But this is annoying and for the sake of gameplay could be improved so you just take the link contact directly.

Quote:
Originally Posted by darksythe
Also before someone uploads a contact to link they need tto be sure that it is a 100% solution. Thus killing the need for another ship to do any tracking for.
-> No, you can use bearings promoted to the link do triangulation , where you dont need a 100% solution.


Quote:
Originally Posted by darksythe
Quote:
Originally Posted by drEaPer
Later in one of the games we had another issue with the link: The SW was at 50 ft, floating wire antenna deployed and radio antenna mast up. The player promoted a contact and said:"Its on the link". We said: No it isnt.
After a while we found out, that you cannot promote a contact to the link when you also have your floating antenna deployed.
He retreived the floating antenna and re-raised the mast and it worked again.
I guess this is a bug.

LOL No bug here. The floating wire is a one way device.
-> Read carefully. I get the impression you are a DW fanboy that doesnt really understand the whole point of my post. (No Offense! I love the game myself, else I wouldnt spend 2 days just making a video4fun, but I am always censorious )

Quote:
Originally Posted by darksythe
Quote:
Originally Posted by drEaPer
Then the 688 player found out about the UUV, jus to get more frustrated. He wasnt able to promote contacts to the link that were marked by the UUV, and he wasnt able to use the UUV in active mode.
I never found a use for the uuv. except for mine detection.
Okay, you dont use it either. So the issues exist?

Quote:
Originally Posted by darksythe
Quote:
Originally Posted by drEaPer
What they also didnt like was searching the USNI reference for a certain ship, cause the ESM didnt tell em the country origin.
Again the captain is supposed to know these things ahead of time.
This is no valid point. This is a game and not RL. In RL there is no 1 person submarine. If all people think like that, its no wonder this game will never be appealing to wider range of simmer. The player need fast and easy available plattofrminformation, not learn it all by rote.

Quote:
Originally Posted by darksythe
This sim is not for the Faint of Heart. It is a realistic naval warfare simulator. If your friends are any good at flight simulators then they should have no problem picking up DW it does take work and is not something one can learn in one sitting. If you try to learn it all at once you end up with results like the above.


Also, I love DW, but I just thought it wouldnt hurt to post the impressions of 2 guys that could also have been new customers. This is a hardcore sim, yes, but on the other hand SCS also wants to sell games, and their philosophy is to make a hardcore realistc game while still tryin to catch some of the non-hardcore players. I dont think SCS could survive it they only sold games to people that were in the navy once. There _is_ room for improvements, especially when it comes to the navmap and the handling. So I wasnt really asking what my newbies did wrong, but I was pointing out what those nonhardcore players were finding clumsy and unhandy. It doesnt matter if you justify it, the point is, that they had alot trouble with it, thus SCS philosophy doesnt really work out. If this game would be for ex navy people only, there wouldnt be realism settings at all.
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