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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Dude
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Hi
I just had a couple of LAN games with my mates, and I tried to get em into DW. They like sims but they rather play flight sims. Since DW wants to be appealing to a wider range of people, I thought I should post what happened. First I explained all the sub systems to em, and they quickly got the idea, they even unterstood TMA quite fast. We played for about 6 hours, 4 missions. Always 688 or Seawolf. They actually had fun but the fun ended when they felt that things got overcomplicated where there was no need for it. 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. 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. 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. 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. 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. 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. What they also didnt like was searching the USNI reference for a certain ship, cause the ESM didnt tell em the country origin. In the end they were just ranting about how clumsy the interface feels and that you get so little feedback from game so that I didnt managed to convince em to buy DW when it is available, which was my initial goal. I just thought I post this here, cause those guys were seeing the game from another perspective than we do, after a while you just get very used to a game. Well, I still love DW, but we want more people, so maybe this feedback is welcome. see ya ![]() |
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#2 | |||||||
Lieutenant
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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. |
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#3 |
Sub Test Pilot
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what he said
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#4 |
Navy Seal
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Very interesting. I adgree with what darksythe has posted here.
About the floating wire thing. The floating wire is a one way device but he siad the guy had his radio mast up aswell and couldn't promote to link. Surely aslong as your radio antenna is up it shoudln't matter whehter your floating wire is deployed or not. One thing I might say is that if they are mainly flight simmers they are used to information that is more readily available and much faster processed, eg active radar gives you the exact point in the air of the target. Ground pounding targets don't usually move and can be seen. I think this is the hurdle. Although modern combat sims are accurate with some having loads of buttons sometimes it can be a case of "click and it happens". I used to be a flight simmer til I bought 699i HK and the only flight sim I now play is EECH mod version. A shame, sounds like if they fad more practice they might like it. The interface might seem clunky but really considering what it could be it isn't. |
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#5 | |
Sea Lord
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Darksythe
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![]() ![]() ![]() Your opponents underwater will welcome this news ![]() ![]() ![]() But I think you ignore the full potential of the UUV at your peril. Fish could write a book about it.
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#6 | ||
Lieutenant
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#7 |
Sea Lord
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![]() ![]() ![]() The only safe way when arrays wash-out as it takes time to rebuild the picture. But yes that extra torp you are carrying in lieu of a UUV might still scuttle me. ![]() ![]()
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#8 |
Eternal Patrol
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Darksythe, do you play multiplayer?
Triangulation with a UUV is common use in multiplayer. Further, you can use it to look over a reef or around a seamount. It becomes very usefull when you have to go at speed to evade, or sprint and drift. The UUV then can follow, or warn you for, incoming torps. And it's very acurate when you use it in active mode when it gets hot. Launched below 520 feet, and with depth setting below 520 the UUV will not generate TIW. You should try, I have always two loaded and two in stock, at least. ![]() |
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#9 |
Lieutenant
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yes i play MP but am not at all fond of littoral warfare. So i avoid most maps which center around it. however i will admit that for littoral warfare i could see how uuvs would be effectivehowever if your in a situation where you are behind a seamount then you wouldnt be deeper then 525ft so it would generate a TIW call which to me is as good as dead.
Of course i could be wrong but hey we all have our tactics. |
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#10 | ||||||||||||||||
Navy Dude
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Yes the rado antenna was deployed in addition to the floating wire as I said. Please read carefully.
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"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:
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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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#11 |
Navy Seal
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I think you did the right thing as it is always interesting to find out what non bubble heads think.
I love littoral missions and the UUV thing is useful. However I guess if SCS ever implemented wire breakage due to excess speed and harsh maneuvering it wouldn't be so useful. So maybe not realistic? ![]() Just don't bite my head off. |
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#12 |
Ocean Warrior
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It sure would be nice to see some wirebreaking, I'll agree on that one without reservation.
![]() I can imagine it would be tough to impliment in a satisfactory manner, however, given the complexity of the DW environment. However, some wires breaking, even when it seems they shouldn't I think is better than having the wires never ever break.
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#13 |
Ocean Warrior
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On the other hand, there are some alloy and compound materials now that can be put in wire form, such as non-crystal liquid metal and carbon fibers, which are **extremely** strong, even when spun or woven thinnly. These next generation materials are light-years stronger than normal materials of the same mass.
Does anyone have any idea how thick torpedo wires are? and what kind of forces are applied to them? Given these materials and the advanced winching technologies available today, it is conceivable that torpedo wires never break in RL anymore.
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#14 | |
Captain
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I agree with XabbasRus, a lot of DW is taking two or three steps to piece together information, whether than just a one button solution. That and dealing with significan fog-of-war and sensor ambuiguity and information clutter, which most people don't like. The bugs are a little annoying I agree. Hope that they give it a second try. |
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#15 |
Seaman
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How do you make the UUV go active?
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