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#1 |
Watch
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Hello everybody,
I am planning to purchase the game, because I feel it is much better than Sub Command and it has way more realism added to it. I am very excited about it and wanted to ask a few questions: 1. When you stop the Submarine, does the propeller stop or it keeps rotating like in Sub Command? I found that unrealistic and irritating. 2. Do you have any control on the bow/stern planes? Another thing that should have been added earlier. 3. Do you have any control on the ballast tanks? (Ex: Blow all the ballast from the forward tanks) I think should be a great addition if it is not in the game, maybe in the next patch. 4. Can you reverse the propellers? When you give the order for All Back 1/3 -> Emergency the propellers should reverse motion. 5. Can you communicate with allied platforms via the antenna or by other means? 6. Is the radio message floating wire longer? (In Sub Command it is very short) 7. Can you emergency dive the ship? And now a few things I would like added hopefully in the next game: I. Battle Stations mode (Click a button and the stations are with red light and crew is more alert) II. 1st person option (Choose to See the rest of the crew and give them commands individually and wonder around the submarine and its compartments, ie. Not likely but its cool to dream lol) III. Use morse code to communicate between platforms (It will have a guide in the sub on usage) and also via the antenna and to ask for help ect.. IV. Flags on the different platforms to point out origin. V. Drills on the sub (the least drills you perform the worse the crew will be to able to manage situation/ optional selection from the Options Menu) VI. "Disaster" Option (It would be an option selectable from the options menu where at any point during a mission or not depending on random selection, there will be a problem that would cause damage and needs repair) VII. Abandon The Ship (An option selectable from the orders menu to evacuate the crew and scuttle the boat, the crew will be on rafts visible in the water and could make way points for them to reach to an allied platform or wait for one before debrief) And these are a few off the top of my head... Sorry for the long writing, but I get passionate and visionary when it comes to submarine games and want them as realistic as possible. ![]() Thank you for reading this long dream of mine. I hope you can answer the questions about the game since I am planning to purchase it in mid December. Thank you folks! Last edited by smack; 12-07-08 at 02:06 PM. |
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#2 |
Chief
![]() Join Date: Jul 2008
Location: HMS Thanatus
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1. It doesn't look like the prop ever stops; that wasn't fixed.
2. Nope, no ability to trim. 3. Yes, there is. Emergency blows are fun, if not practical, to perform. On the 688 (not sure about the others) there's the option to "Open" or "Close" the MBTs 4. Maybe in the LWAMI mod; unsure about stock. 5. Yes! You can put enemy platforms on the datalink with the antenna (receive with the floating wire), and let your friends handle some of the work. In fact, IIRC, some missions will have you finding and linking something so that the Ticos/Burkes can handle it. 6. Depending on the mod, sometimes. 7. No...no emergency flood. You can experiment with the MBT vent controls, but aside from that... And as for the rest...that's Silent Hunter III/IV territory! ![]() Other advice: be sure that you patch to 1.04, then get the LWAMI modification, available at Mr. Bill Nichols' site (www.subguru.com.) It fixes a number of problems and adds to the realism considerably. Beyond that, there's Alfa Tau and Reinforce Alert, both of which are currently the subject of intense discussion in the forum. Oh, and before I forget: welcome aboard to DW, smack! ![]()
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![]() Vanvikan, Feb. 2009: ordinary human, KIA, night 4 ![]() HMS Thanatus, May 2009: ??? human, KIA, night 7 Last edited by SandyCaesar; 12-07-08 at 02:32 PM. |
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#3 |
Watch
![]() Join Date: Nov 2008
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Thank you SandyCaesar!
Well I am disappointed in that most of these simple things can be fixed. Like the propeller and floating wire ect.. I suppose it doesn't take that much code for it. As well is the ballast tanks and planes and emergency flood. And as for the communication with other allied platforms, can you do that in missions or has to be multiplayer? And my point is that it took them 4 years for a new game, why dont they take another 4-6 years and come up with a game as big as a few gigs (2-8) and fix all these problems add realism add more stations and controls of things along with every platform playable. It would be far better than getting a game out every year with fair improvements. I say to them, take your time and come up with a game that will change simulation for ever. Make it a few gigs and add everything in it. Even if its a bit buggy, create a few patches and fix those problems. Its the will power, not how hard it is to do. I hope they do something like that. |
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#4 | |
Planesman
![]() Join Date: Oct 2004
Location: USA
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Hi, smack. I've played both SC and DW. I think you will pleased with your purchase of DW. It is a great game that I have gotten a lot of fun from over the years.
I'll do my best to answer your questions. 1) I don't know, I haven't looked. There was some discussion about this on the forums once. I think the the conclusion we came to was that it is realistic for the propeller to continue turning. When you order all stop, what actually happens (in a real sub) is that the angle on the blades is adjusted so that they are not biting into the water to create thrust. The reasoning behind this was that the propeller shaft must remain in motion to prevent too much water from leaking in through the seals. 2) No. It's too bad really. Very few subsims have included this feature. 3) You can blow the tanks for an emergency surface like in SC. You can also open the MBT vents while on the surface to manually dive the ship, but I don't remember if this was already an option in SC or not. Unfortunately, no subsim I have ever played has given the player realistic control of the ballast tanks. Its a shame, because ballast is a very important aspect of submarine control. 4) Again, I am not sure. But according to what I referenced in No. 1, what would really happen is the propeller blades would shift to allow reverse thrust. 5) Kind of... they can communicate with you. If your antenna is raised you can receive information from allied platforms on the location of enemies. 6) I don't know. But, there is a mod available for DW called LWAMI that makes adjustments to various sensors and weapons in the game. With the LWAMI mod the floating wire is the correct (real world) length. 7) No, but I would imagine that this is not that much of a realism issue. Modern nuclear submarines are meant to stay submerged 99% of the time so I would not be surprised if they don't even have an emergency dive procedure. Due to the advancement of detection technologies a modern submarine would be (hopefully) submerged long before there is any visual contact with another vessel. Either way, diving a modern boat is probably a complicated procedure with a lot of room for mistakes if it is rushed. Quote:
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#5 |
Watch
![]() Join Date: Nov 2008
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kgsuarez, thank you for taking the time and answering my questions, I am really excited about it and can't wait to buy it.
The reason I asked about the propeller is that in reality the propeller stops moving and you become quiet, hence no rotating of propeller which means no moving parts and impossible to detect unless using active sonar. So it would have been better if it stopped, but I guess its not such a big deal. The reverse of the propellers is also something that could be made in a patch, its not a long code to write and as you mentioned, a current patch contains extension of the floating wire, so something to that extent. The game seems way better than its predecessor, I can only imagine what will see in the next game. I went to subguru.com and saw many patches for DW, so hopefully then can make more that will fix these problems. The rest of our lists will hopefully become the future. However I don't know many people playing sub simulators and is that a problem for the makers of the game? I mean compared to Flight Simulator which I have every version going back to the '90s people actually buy the game and its filled with so much realism that I wish could be applied to the Sub Simulators. The last Flight Simulator was like 15 Gigabites. Imagine what a sub sim will be with these parameters. Anyway, thanks for the time and for the advice, I can't wait! |
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#6 |
Planesman
![]() Join Date: Jan 2007
Location: Obetz, Ohio
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If they would release a 15 gb dw or like it naval sim that would be sweet just think of the posibilitys real water depth harbors etc etc
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#7 | |||||
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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#8 |
Frogman
![]() Join Date: Sep 2002
Location: Ohio, USA
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Emergency Deep would be nice, and it's just not a depth order, it's a command phrase. it's one of those things that only the O.O.D or Capt will say.
When Emergency Deep is commanded, the Dive orders the plansman to take the boat to 150 feet, helmsman orders up 2/3 bell, Chief of the Watch will flood depth control tanks. As a matter of fact, when coming up to periscope depth, if the OOD says anything other than "No close contacts" the ships control party will automatically take emergency deep actions without the actual command. DW changes depth a little too casually.
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#9 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
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About propeller animation not stopping when at full stop it's imo just a cosmetic faults.
Yes 3D models in DW are just for cosmetics because the real gameplay is played from the various stations. That's why we have the disable 3D option. Don't be taken aback by cosmetic faults like this. DW is a great game with community mods that will make it even greater in terms of realism. Of course you cannot expect DW to be perfect even with the mods but hey there is nothing better than DW in its genre not now and not in the near future.
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Last edited by Castout; 12-07-08 at 09:24 PM. |
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#10 |
Watch
![]() Join Date: Nov 2008
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I am not saying its not a good game. No game is perfect! Even the 15 Gigs of Flight Simulator could have bugs. What I am saying is that to make a simulation realistic, small things matter. And only the more experienced people play without the 3D. You get a lot of more realism of your surroundings with the 3D and detail is what matters. All of these could be fixed with a patch so its not a big deal. What I was basically saying is that small things matter and if simulation is to be a "simulator" it has to imitate reality, and turning propellers while a ship is STOPPED is not in reality true.
And also what Neptunus Rex said about the emergency dive. To have a good game means the realism level should be a top priority that includes graphics ect. So yes the propeller is important but no need to get obsessed with it since it can be fixed and I believe it must. How can you pretend to be silent when the propeller is still turning with the same speed as it was when you were going 25 kts? Anyway more realism would be nicer in the next game. So far so good, can't wait to get it! |
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#11 |
XO
![]() Join Date: Feb 2006
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DW is a good sensor sim. The longer I play it, the more I see why the Navy uses it. They are not concerned with shiphandling. DW is all about the sensors and the proper employment of said sensors. Granted, the sonar model is simplistic. The shiphandling model is beyond simplistic. But this is all known. We are using a cut down version of the NavSimEngine. Things like this are to be expected and honestly, we will never see improvements in this engine beyond the tweaks that we have already seen in prior patches. I would not expect major things like even the simple cosmetic fixes mentioned on this thread to be fixed.
Let me take a moment here and talk about the ComSubSim. The Community Sub Sim should have MUCH higher standards as far as sound levels, controls, trim, and many, many, MANY other things. Things like Emergency Deep, Flooding, angles and dangles, trim control and serveral other physical aspects of ship hydrodyamnics & handling have been discussed and worked on. If you know something about subs, Non-nuke OR nuke, then please contact Dr. Sid to have some input. I ask those who HAVE SERVED on subs to contribute some insight. Yes, you have to be cirmumspect. Yes, you have to search all over the internet to find examples and ideas to get a general point or concept across. I had to search far and wide but finally found a decent book (Concepts of Submarine Design by Cambridge Press is EXCELLENT reading BTW) to get a few points across in a way that is understandable. Yes, you have to obey the rules and not devulge classified material. But, if you can get a CONCEPT across, the rest (the data) can be created to make a balanced sim. If you have not served, feedback is always welcome, but please understand what what you THINK you know is not always even close. Case in point on this very thread. A stopped screw is NOT going to make you silent. In fact, it may make you more noisey in some circumstances. For the record, the shaft can sit ALL day stopped and not hurt a thing as far as the shaft seals are concerned. There are other consideration as to why we preferred to keep the shaft spinning, even if very slowly. Last edited by Bubblehead Nuke; 12-08-08 at 01:00 AM. |
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#12 | |
Stowaway
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Why dont you try out the Demo? I cant give you a link, but Im sure google can. |
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#13 |
Watch
![]() Join Date: Nov 2008
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I know the game, its like Sub Command on steroids (improved). I own Sub Command and was just wondering about a few details that I found irritating or unrealistic in the previous game.
Thanks for the tips, you don't sound very enthusiastic about it, I hope you are not one of the people who has the game and it is "dangerously" collecting dust on the shelve lol. ![]() Last edited by smack; 12-08-08 at 07:46 AM. |
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#14 |
Sailor man
![]() Join Date: Mar 2008
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I realise you probably can't answer this, BN, but would I be particularly wide of the mark if I were to suggest that the reason you'd prefer to keep the shafts rotating, even if only at very low revs, would relate to lubrication? Specifically of the propeller shaft bearings, turbine spindle bearings etc. Just curious, and I understand you may be incommunicado.
Incidentally, smack, the screw could also be made to rotate - albeit in reverse - by the flow of water past its blades. As you say, simple physics; if the screw is not being rotated in one direction to cause a flow of water in another direction, the process can work in reverse providing there's no brake on the shaft. Just a thought. While on the subject, I should here provide a note of caution. Optimum realism is all very well, but what we have access to, as civilians, is never going to give us true realism. Short of conducting a simultaneous, worldwide electronic raid on every Navy on earth's records and information, we're never going to get true "realism", merely a pale approximation. Furthermore, a submarine simulation is already a complicated business for the player as it is. I don't bother with SC or DW multiplayer, because I'm more interested in commanding the sub as and when I choose than in spending hours bouncing between stations. |
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#15 |
Pacific Aces Dev Team
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I'm no expert here, but I think a stopped (blocked) propeller would make noise if the sub is still moving or a water current flowing through the blades. A propeller where the shaft is disconnected from the engine (Like a car with transmission in neutral gear i.e. no gear) would leave the propeller free to rotate as the water flow impulses it, but in this situation again it might produce small noises.
In any case, it's just a graphics thing, the real effect of stopping the engine in the enemy sensors is present anyway.
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