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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
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OK. I completely understand the "new ship" situation here. We are not going to get any ships until Sonalysts decides its good and ready, and it is illegal to try and mod for it ourselves (not that I'd know how). But we might as well do occasional input in the meantime to increase our probability of satisfaction when it does come.
But what do you want for the interface in a situation where there are lots of weapons to handle? For example, we finally get the VLS Ohio with its 154 TLAMs. If we use an interface like the present ones, it'd be a veritable nightmare where we set waypoints for 154 missiles, making sure your final designation is accurate each and every time. Then we hit the launch screen and we push P 154 times. Probably there isn't enough space to put the control buttons for 154 tubes on one screen, so we'd have to alternate b/w screens. Then we go back to the first missile and push M to open all the doors. Then we run back again and launch all 154 of them. Does this sound like fun to you? Or how about if we get the VLS Tico. Obviously, to keep the challenge the number of ASM/SSM that will be flung at the ship simultaneously will go up geometrically. Do you really want to engage dozens of SSMs using similar interfaces that we have for the Perry now. So, what kind of new buttons and automation would we want to keep our mice from breaking? It is a long way off but we might as well start now. Discuss. Thank you for your time and attention. |
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