![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Watch
![]() Join Date: Jan 2009
Posts: 21
Downloads: 3
Uploads: 0
|
![]()
Hey guys,
I'm having real trouble getting past the very first campaign mission, where you have to identify the contacts coming out of a certain area. No matter what, I always seem to get detected. I go ahead and identify a few ships, but it still show my mission as incomplete. Can anyone help me out? |
![]() |
![]() |
![]() |
#2 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
|
![]()
What's your patch level and mod status ?
There was such problem introduced after some patch .. try the mission more times, or try to get through it with different playable platform.
__________________
|
![]() |
![]() |
![]() |
#3 |
Watch
![]() Join Date: Jan 2009
Posts: 21
Downloads: 3
Uploads: 0
|
![]()
I'm playing Stock DW, latest version.
|
![]() |
![]() |
![]() |
#4 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
|
![]()
I even think somebody fixed the mission. Try to search a bit, you should have enough keywords by now.
__________________
|
![]() |
![]() |
![]() |
#5 |
Swabbie
![]() Join Date: Jan 2009
Posts: 13
Downloads: 0
Uploads: 0
|
![]()
I also struggled a bit about that (and the next) mission.
Are you using the periscope to identify the contacts and bases? I don't think it will do any good if you use the sonar... It seems like there's only one specific contact you shall identify. When that contact is found in the periscope, the mission is complete. Just a tip you could to try... |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
|
![]()
Oh .. only now I read the post correctly. So:
- there is common bug that you get detected right after mission start. That is what my previous posts were about. - you must mark designed targets with periscope.
__________________
|
![]() |
![]() |
![]() |
#7 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
|
![]()
I've noticed that EVERY time I run the sim using the 688i, I get detected right off the bat.
I'm curious if just moving the random start locations further West would fix this as you won't be so close to the subs operating in the area. I think I'll give it a shot. *Edit* Moving the three random start areas for the 688i a few miles west seems to solve the issue. I'll do some testing of it and then if I don't find any problems with it, I'll upload it somewhere for everyone.
__________________
![]() ![]() ![]() ![]() Last edited by Blacklight; 02-12-09 at 06:36 PM. |
![]() |
![]() |
![]() |
#8 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
|
![]()
Has anyone posted a "Fixed" version of this mission ?
If not, I just tinkered around with the mission myself and moved the start areas for the Akula and the 688i a couple miles away from any of the random start areas for any of the AI ships in the scenario. It probably needs some serious playtesting to make sure that it works fine but so far, whenever I use either of the two subs, neither has been detected automaticly at mission start (so far... and I've run the mission at least 10 times for each sub to make sure, but I havn't played through the whole scenario with them yet). If there isn't a fixed version posted anywhere, I'll submit mine. If anyone wants to check it out themselves, to double check it, send me a PM. I can email out a copy.
__________________
![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#9 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
Uploads: 0
|
![]()
So yesterday I decided to do the campaign, finally. Using the 688i I'm detected as soon as the mission starts, 9 times of out of 10. (Using LwAmi 3.09 btw) After several more tries I notice that my starting speed is 10 knots. 10 knots. Dunno if everyone else's install is like that or if mine is just special, but I went into mission editor and bumped my speed down to 3 knots. Cheating, yes, but I rationalize by telling myself that's the speed I would be going at anyways.
Anyways, yeah, just my quick fix. Now to actually finish the mission ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#10 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
|
![]()
The proper speed of the 688i at mission start is supposed to be 5 knots at 80 feet. The Akula has a start speed of 4 knots at 100 feet, and the Orion has a start speed of 210 knots at 2266 feet.
Just so you can check. I don't know how your start speed got messed up. Did you have a microphone plugged into your PC ? Perhaps you inadvertantly used the Voice Command feature to speed up ? It seems to me that the easiest solution is to move the 688i and Akula random start areas more away from the random start areas of the other ships.
__________________
![]() ![]() ![]() ![]() Last edited by Blacklight; 02-14-09 at 12:49 AM. |
![]() |
![]() |
![]() |
#11 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
|
![]()
And if you try RA mod sometimes it would simply be impossible to finish certain scenario in campaign because you get detected right from the start.
Switching platform usually solve the issue.
__________________
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|