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Old 10-26-05, 06:05 AM   #1
Boomer Ang
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Default I like the new patch

I like the way it fixes majority of bugs I have been dealing with since last year, I love the way it moves trough my HD directories giving me the smell of special game and the atmopsphere of a real modern simulation and also letting' me the sensation that money spent for DW are a big deal and not a waste of own resources, I like playing both in SP both MP sessions challenging mates via tactic games supported from strong simulation...

Wait ! Wait a while ! I am waking up from a nice dream I was doin'.... where is my ...but where is all that stuff I have just been playing with.. where ? Where ? I am almost scared how real it seemed that damned dream.....

I have just came back to reality, no patches since months and motnhs, no game to have fun with , ooooppsss, ok I have a new demo to have fun with , definetely cool.

Boomer
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Old 10-26-05, 06:07 AM   #2
XabbaRus
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Boomer did you buy the game?
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Old 10-26-05, 06:28 AM   #3
Fandango
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Default Re: I like the new patch

Quote:
Originally Posted by Boomer Ang
ok I have a new demo to have fun with , definetely cool.
Amen
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Old 10-26-05, 06:59 AM   #4
Deathblow
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Does anyone know which bugs the 1.02 demo has fixed?
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Old 10-26-05, 07:47 AM   #5
Bellman
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Click to clear bug/fault/cheat on Kilo BB is not now possible at long ranges. IMO.I havent observed it occuring
at ranges above 20 nm appx. ( yet. ) Whether it still exists at ranges below, but approaching, 20 nm is a close call as sonar
traces may be deemed (by some)to be present. Magic emanations ?

If you are not aware of this it was carried over, and overlooked by the Beta testers, from SC. By carefully, but tediously,
clicking at bearings a couple of degrees apart, followed at each selection by clicking the 'assign tracker' button,
contacts could be found which gave no other trace whatever on BB or NB.

No SS statement, on this, and other issues, so perhaps they hold their fire pending initial field reactions
and any last minute pre-launching adjustments ? That seems a very sensible way to proceed.
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Old 10-26-05, 08:16 AM   #6
Bellman
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Lifting thoughts from criticism my first impressions are very favourable:-

The graphic adjustments are subtle and running the game seems a smoother sophisticated experience.
I am sure that a lot of little things have been tweaked, adjusted and balanced. The aggregate is impressive.
Cant put my finger on why but its just a more pleasant ride now. Not one for 'rubber-knecking' at the scenery
but she feels a real 'drivers car' now. :|\
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Old 10-26-05, 12:40 PM   #7
Boomer Ang
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Quote:
Originally Posted by XabbaRus
Boomer did you buy the game?
Several months ago yes, Battlefront can confirm my order if you don't trust me.

If you need their confirmation I can provide details to them to track my order but this doesn't solve issues

It is a tour I have made to see what happened and discover nothing new...

Cheers

Boomer
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Old 10-26-05, 12:52 PM   #8
Jamie
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Well, we can't release the v1.02 Patch until the Retail build (which is also v1.02) is approved by Gamespy (they are reviewing it currently)... Then the game will be considered GOLD for RETAIL and we can construct the v1.02 Patch that will be released to the public...

This is the tentative README we have assembled for the v1.02 Patch. Some things may still change, but this is the majority of it...


Quote:
Dangerous Waters Update Version 102 Build 3XX (English)
================================================== ======

-------
NOTES:
-------
Save game files which were created with prior versions, will no longer be compatible with this
version of Dangerous Waters.


-------
FIXES:
-------

- "Screen flashing" has been fixed (when running in full-screen exclusive mode). Also, a
noticeable increase in frame rate should result from this change.

- Corrected the speed vs OS noise bug in the submarines ("Sound vs. Speed" fix).

- Air to Surface missiles can no longer attack submerged subs

- Fixed active sonar detection range problem

- The stadimeters on all 4 subs now remember which platform was selected last time when
a player re-enters the screen. Also, the list is now circular returning to the first entry.

- Kilo BB sound cheat bug was removed.

- MH-60 Dipping Sonar sound cheat bug was removed.

- Kilo speed bug (where speed increased to 18 knots when diving and ordering ahead 2/3)
was fixed.

- The speed lock buttons were changed to behave so that they will stay locked whether the
autocrew TMA is enabled or disabled AND the player can still enter speed, course, bearing
and range values even with the locks on. Autocrew was taught to honor the locks as he
generates a solution.

- The way that TMA on submarines handles "manual solutions" is improved AND manual solutions
can now be handled for the first time by the FFG TMA.

- There was a problem where the FFG's acoustic display would stop displaying data from either
helo's buoys when the player synchronized with the 2nd deployed helo. This bug was fixed.

- Corrected a problem with the FFG Towed Array which caused loaded "save games" to ignore changes
in the contact list.

- Fixed a problem where the FFG's AI helo had its loadout restored when a saved game was
loaded.

- Fixed the buoy waypoint list so that a loaded "save game" now gives correct waypoint count.

- Fixed a problem where the scenario loader would crash when reading an encrypted scenario file that
had Dynamic Groups.

- Fixed a problem where the FFG would get a lower ordered speed (thus causing the FFG to slow down for
no reason) when a player first went to the Bridge Screen.

- Fixed a problem where the compass rose would disappear when the player left the bridge while on a bridge
wing and then returned to the bridge wing.

- Fixed an SSN21 Display bug where the value that was labeled SNR on the Demon Screen was actually signal
strength instead of the actual signal-to-noise ratio.

- Fixed a problem where the ambient noise continued to play after the MH-60's dipping sonar was damaged.

- Fixed a problem where FFG controlled by an MP player (who was not the host) was able to set waypoints
for its helo, but the helo would not delete the waypoints after each was reached.

- Fixed situation where AI subs would track a surface target and might not ever attack that target
if it was initially detected outside of firing range.

- Change was made to the Sonobuoy/GRAM screens (all platforms) to fix an issue in which buoys that were
labelled as "out of range" would sometimes transmit data when the MODE was cycled.

I thought Boomer had given up on DW and on SCS? Yet here he is again, taking pleasure in another set of "parting shots" at us and our lack of customer service and satisfaction (according to him)...

Oh, how I have missed him though.
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Old 10-26-05, 01:38 PM   #9
LuftWolf
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Boomer,

Maybe you should try our mod, and also realize that such complaining is now out of style here.

Then again, you'll probably just start complaining about our hard work too, so on second though, don't download our mod.
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Old 10-26-05, 02:41 PM   #10
XabbaRus
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Nah Boomer I believe you I just couldn't remember.
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Old 10-26-05, 04:31 PM   #11
Bellman
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Thanks for bringing us up to speed Jamie.
Good to receive confirmation of the removal of the Kilo BB Sound cheat and an improvement in the way that
TMA on submarines handles "manual solutions" :|\
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Old 10-26-05, 05:07 PM   #12
Hellcat
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Solid list SCS, nice to see the biggies covered.

cheers
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Old 10-26-05, 06:05 PM   #13
Driftwood
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ASROC launch transients/crew warnings PULLLLEEEEEEEEEESE!!!!!!
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Old 10-27-05, 02:13 AM   #14
Boomer Ang
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I gave up with DW and I also assume DWX men did the same.

Anyway as I stated months ago occasionally I come back to check what's going on on my 45 euros .....I don't even remember how many months ago...almost a year I think

Sadly, I notice the Seahawk , even on 102 readme fix list , is still a rebel and can't be ordered to dip its sonar where and when the FFG want this to be done.

I assume the rebel state of FFG helos is not intended therefore helos without sonar control are hostile rebels and not allied. I consider helos unplayable.

I don't want to mention how platforms physics won't be fixed, I still remember FFG loosing 20+ knots while hard ruddering at flank speed or subs aceleration to flank within few seconds like dragsters...

- If someone is startt to thinking that these are my opinions only, I encourage him to use the search function on old posts in this forum looking for real Canadian Navy FFG men ( and others helo real ex-pilots ) who witnessed what I am saying. ( I believe XXXX has already started this search )

- if anyone ( old friends I have here ) may say I am lacking sex , well , these are not your own businesses.

Please correct me if helos and physics have been fixed, it's quite a while I don't join here.

Boomer
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Old 10-27-05, 02:34 AM   #15
goldorak
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Instead of continualy critising DW for its shortcomings why don't you give a try on the LW mod ?
How come many people are enjoying DW now more then ever with the LW mod and you are still bitching on minor issues.
I really think you never gave DW a chance, nothing will make you change your opinion, either with the LW mod or the future DWX mod.
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