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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Storm Eagle Studios
![]() Join Date: Jan 2009
Posts: 55
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Distant Guns 1.5 Now On Sale!
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#2 |
Stowaway
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This is an enormous upgrade - not only are the graphics much improved, but the included scenario editor makes this an entirely new game in terms of flexibility and replay value. Highly recommended!
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#3 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
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Under the hood stuff like AI and damage modeling also seems to be greatly tweaked. Well worth the $35 I paid to upgrade.
PD |
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#4 |
Storm Eagle Studios
![]() Join Date: Jan 2009
Location: Wakefield, LA
Posts: 284
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Yup, there are a lot of under-the-hood changes in 1.5, not only in the damage system but some ship stats, too. You'll find that the relative value of the ships has changed somewhat, so that you'll have to alter some of your long-standing tactics.
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-Bullethead Storm Eagle Studios In wine there is wisdom, in beer there is strength, in water there are bacteria |
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#5 |
Machinist's Mate
![]() Join Date: Mar 2007
Location: Minnesota
Posts: 127
Downloads: 44
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I've had DG since it was released and enjoy it. I want to upgrade it, but I want to know the procedure first. Do I download the full 1.5 game and then activate it like a new product?
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#6 |
Storm Eagle Studios
![]() Join Date: Jan 2009
Posts: 55
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DG 1.5 Upgrade
Yes, download the DG 1.5 and install it.
http://www.stormeaglestudios.com/pub...DG_1_5_v2.html You will have to uninstall DG 1.0 Go to the Website and buy the special upgrade from DG 1.0 to DG 1.5 A new License will be emailed to you. Activate as normal! Enjoy! Jim Rose Stormeaglestudios.com |
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#7 |
Machinist's Mate
![]() Join Date: Mar 2007
Location: Minnesota
Posts: 127
Downloads: 44
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Is it necessary to send the original license back or not (since I'd be getting a new license) through the SHIFT-F12 feature?
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#8 |
Storm Eagle Studios
![]() Join Date: Jan 2009
Posts: 55
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Yes, you must surrender your 1.0 License to get the special upgrade price. Use the Shift F-12
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#9 |
Machinist's Mate
![]() Join Date: Mar 2007
Location: Minnesota
Posts: 127
Downloads: 44
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It's now working as advertised. Thanks! My first impressions from a quick battle of Ulsan game are the improved lighting effects from gunfire and hits (I stopped playing for a bit and stared at the flickering guns), and it seemed as though the Japanese were better than when I previously played the same battle. I must investigate further....
I hope my support also helps you create more fine products in the future. |
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#10 |
Loader
![]() Join Date: Jun 2009
Posts: 81
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Doubt about "Entirely new game" - but some improvements have been made as some disadvantages also!
If anyone of Storm Eagle could read this - would be very appreciate if they could answer a few questions! What about 6-inch guns in 1.5? Looks like they lost most of the power they had in prior version - which is sad! Those days 6" were much more common cannons to strip them out - I think. Is it because of Jutland engine? Next - the camera control options are STILL UGLY! Please think about implementing predefined views on selected ship: "On course" - to quickly appear just above ship to draw a course line, "To enemy" - to see in direction ship fires, "Fleet" - to view entire fleet or division from high. Switching between these modes manually makes my head ache! Also camera has unpredictable behavior too often - I click "Binoculars view" - and when I return back - camera often jumps to random direction - and like that. Also, too hard to track down damages to enemy - you may spend an hour kicking enemy battleship - and it's still "light" - you see absolutely no progress! When it became moderate - it's about complete, but before it looks like your ships are beeing damaged quickly and enemy is undamaged. I understand - enemy's damage is invisible - but there are lots of things that may be seen from my own ships which could indicate enemy's damage. Draw something like "Visible fires" or "Visiible damages" - it also may be made to enemy's guns - I can see that heavy metals don't fire to long - so I can assume - these guns are damaged. Which would be a great help! Also it is not absolutely clear - why Japanese ships are SO powerfull than Russian? One Japanese battleship is worth at least(!) TWO of Russian's which is not quite correct. What does ship "armor level" means? It confuses! You may think about cruiser with armor 6 as about the same as enemy's with 7th armor - but in battle you see it's not! Also ![]() And at the end I would like to THANK Storm Eagle's team for the REALLY GREAT GAME! Which could be even more better - if they would do what I've written here ![]() Best regards, Alex Smith, Russia ![]() |
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#11 |
Loader
![]() Join Date: Jun 2009
Posts: 81
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Sorry, me again
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#12 | ||||||
Storm Eagle Studios
![]() Join Date: Jan 2009
Location: Wakefield, LA
Posts: 284
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Sorry to be lagged.
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What HAS changed, however, is that their firing arcs have been made more realistic, which for most BBs and ACs means that fewer 2ndary guns will now bear in any given direction. Thus, fewer shots at a target than before in the same amount of time. This had more of an impact on the IJN ships. Originally, most of them had 180^ arcs for all their 2ndary guns on each side, so all the guns on each side could shoot at any target on that side, which was of course ridiculous. Now the guns have realistic arcs so only a few guns on a side can shoot at a target on that side, depending on where it is. The Russians originally had most 2ndary guns with 90^ broadside arcs. OT1H, this let them shoot too many guns on those bearings, but OTOH they had no 2ndary end-on fire. So now they're like the IJN, with some guns only able to shoot on the bows and quarters, and some able to shoot only amidships. Thus, they also have fewer 2ndary guns firing on the broadside now. Quote:
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The "armor value" shown on the telescope pop-up view when you mouse over a ship isn't used in the game. It's just an abstracted average value put there to give you a general guideline as to how well armored 1 ship is compared to another. What matters in the game, however, is hit location and the armor at the location hit. Various parts of the ship have different amounts of armor. For instance, protected cruiser have no actual side armor at all, just a sloped lower deck. This protects buoyancy and the engines pretty well but nothing stops the whole hull above water from being riddled and set on fire. Quote:
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-Bullethead Storm Eagle Studios In wine there is wisdom, in beer there is strength, in water there are bacteria |
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#13 | ||
Loader
![]() Join Date: Jun 2009
Posts: 81
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Thank God - you're here, Bullethead!
![]() I'm very appreciate for your answers but - as you could expect - there are a lot of still remains ![]() Quote:
Trying to repeat that success in 1.5 I found that PC seems to make no harm to enemy at all - only 8" guns were worth a bit - no matter from what distance. I spent a lot of time trying to overbeat enemy's 2 AC - and it was much more harder than before - like my PCs played no role at all! So I assumed that 6" guns are degraded in 1.5... Quote:
![]() As a result of about an hour of battle Retvizan is burned up while Mikasa is still light and didn't lost a knot of speed. From the game log I calculated that my ships took about 16 12" (305mm) shells and more than 70 6" (152mm) - those are cumulative numbers, cause Japanese targeted different ships from time to time. I only targeted Mikasa during the whole battle. Either my gunners didn't shoot Mikasa about the same or it's damage control is quite better than my - having no possibility to track down hit's of computer I may only assume, that computer is cheating ![]() ![]() There is another example: Yellow Sea battle. 7 Russian BB + 3 AC against 4 IJN AC - 10 minutes, 6 km - head BB is moderate almoust heavy, Asama is mostly unharmed... Tell me it's not cheating!!! ![]() Maybe I'm not a very experienced player: I only have won two companies in 1.0 - both for Russia and Japan. But in 1.5 - despite fire management is quite better now - computer became much more difficult to beat in the comparable circumstances... Also the question: the game manual for 1.5 contains no explain of new Simulation options - where the Gunnery Accuracy and Gunnery Damage located. Should I assume that higher settings (slider to right) mean more accuracy/damage for BOTH SIDES while lower (slider to left) mean less? Or there is some other meaning of it because it's absolutely not clear?.. |
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#14 | ||||
Storm Eagle Studios
![]() Join Date: Jan 2009
Location: Wakefield, LA
Posts: 284
Downloads: 0
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__________________
-Bullethead Storm Eagle Studios In wine there is wisdom, in beer there is strength, in water there are bacteria |
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#15 | ||
Loader
![]() Join Date: Jun 2009
Posts: 81
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![]() But that's exactly what I'm talking about! Concerning about quite realistic requires that battle is based most upon random events - as were in real those times! But it's a game killer! To avoid "Dark Gods" I should save and load - and thus all the above stuff doesn't matter: armor, hit locations, fires - only random is! That's pitty... So, I gonna make a complete research - thank's to you included Scenario Editor in 1.5 ![]() Could you please tell me your opinion - what two of Russian BB and Japan ships are closest in battle value? If I put up for example Tsesarevitch vs Asama - should it be "fair" accourding to their techs? |
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Tags |
distant guns, japan, naval, russia, wwi |
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