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Old 01-06-07, 10:58 AM   #1
nutworld
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Default Patch or mod to fix this?

Is there a way to "fix" (??) the assent of a 688i sub in DW? I'm playing LWAMI 3.02 and DW v1.03.

I'm not a bubblehead, having served on a bird farm, but it just seems that to go from 150 feet to 60 feet in 50 seconds or so seems pretty unrealistic. Maybe it is, and I need to be corrected.

Everything I've seen and read about sub operations seems that the diving action in the game is correct- for lack of a better term. Am I way off base?

Why can you do one really fast, and the other so very slow?

I'm not being critical of the representation of the DIVE, just curious if it is accurate.

Thanks guys
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Old 01-06-07, 12:06 PM   #2
Bellman
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If you subtract the levelling-off time in the last 20 ft (or so) of the ordered depth change ascent then it looks healthier.The final level adjustments take for ever ! But overall I agree its not realistic ? I hope ! This issue has been much discussed.

I gather SCS are looking (sic) at this - lets hope that means addressing the issue and coming up with a satisfactory conclusion. But not beeing in 'the loop' your guess is as good as mine ! See the 'eastern promise' posts in ''new 1.4 patch.''
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Last edited by Bellman; 01-06-07 at 12:28 PM.
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Old 01-08-07, 02:04 PM   #3
SUBMAN1
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Quote:
Originally Posted by nutworld
Is there a way to "fix" (??) the assent of a 688i sub in DW? I'm playing LWAMI 3.02 and DW v1.03.

I'm not a bubblehead, having served on a bird farm, but it just seems that to go from 150 feet to 60 feet in 50 seconds or so seems pretty unrealistic. Maybe it is, and I need to be corrected.

Everything I've seen and read about sub operations seems that the diving action in the game is correct- for lack of a better term. Am I way off base?

Why can you do one really fast, and the other so very slow?

I'm not being critical of the representation of the DIVE, just curious if it is accurate.

Thanks guys
If you're impatient, set the depth even higher - like 50 feet or just before you surface, and then set it back down to 60 when you get close. Works for me.

-S
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Old 01-09-07, 07:58 AM   #4
BigBadVuk
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Quote:
Originally Posted by SUBMAN1

If you're impatient, set the depth even higher - like 50 feet or just before you surface, and then set it back down to 60 when you get close. Works for me.

-S

Nah.. I managed to wreck my TA a LOT of times that way if im going faster than 4-5knots
I know that it is totaly unrealistic for sub to start pitching like drunk man( even if all onboard are drunk :rotfl: ) but the question is WHY is that happening ? is that hardcoded or is there some workaround for that?
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Old 01-09-07, 09:18 AM   #5
sonar732
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Please note this 1.04 patch topic.
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Old 01-09-07, 11:07 AM   #6
SUBMAN1
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Quote:
Originally Posted by BigBadVuk
Quote:
Originally Posted by SUBMAN1

If you're impatient, set the depth even higher - like 50 feet or just before you surface, and then set it back down to 60 when you get close. Works for me.

-S
Nah.. I managed to wreck my TA a LOT of times that way if im going faster than 4-5knots
I know that it is totaly unrealistic for sub to start pitching like drunk man( even if all onboard are drunk :rotfl: ) but the question is WHY is that happening ? is that hardcoded or is there some workaround for that?
I've never broken a wire. Of course, I never go that fast near the surface since you are in the surface duct and everyone with a simple microphone can hear a speeding sub near the surface! Why are you going faster than 5 knots for like that anyway?

Anyway, our new patch is almost upon us, so the bobbing effect you describe (which has never happened to me personally) should be fixed.

-S
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Old 01-09-07, 01:28 PM   #7
Dr.Sid
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Yeah .. it's called 'drunken planesman' syndrome. It was introduces in 1.03 and it should be fixed in 1.04.

Akula at 5kts, big depth change from deep to shallow (like from under the layer to PD), almost 100% chance of cutting TA with 1.03. The mechanism is like this: sub surfaces .. bug makes it pitch down .. sub pitched down is slowed down by water flowing around it (correct) .. sub reaches speed 0 and then negative .. TA is cut off (simplistic, but correct).
The TA loss happens when sub reach negative speed. It is not caused by TA colliding with the propeller - such thing seems not to be detected.


If you want to avoid it, check your speed during ascend. When it gets under 3kts, put some more steam into engines .. don't worry about the noise. In DW both noise and cavitation are based on actual speed against ground, not on actual engine order or RPM (there is nothing like enine RPM even simulated).
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Old 01-09-07, 01:47 PM   #8
SUBMAN1
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Quote:
Originally Posted by Dr.Sid
Yeah .. it's called 'drunken planesman' syndrome. It was introduces in 1.03 and it should be fixed in 1.04.

Akula at 5kts, big depth change from deep to shallow (like from under the layer to PD), almost 100% chance of cutting TA with 1.03. The mechanism is like this: sub surfaces .. bug makes it pitch down .. sub pitched down is slowed down by water flowing around it (correct) .. sub reaches speed 0 and then negative .. TA is cut off (simplistic, but correct).
The TA loss happens when sub reach negative speed. It is not caused by TA colliding with the propeller - such thing seems not to be detected.


If you want to avoid it, check your speed during ascend. When it gets under 3kts, put some more steam into engines .. don't worry about the noise. In DW both noise and cavitation are based on actual speed against ground, not on actual engine order or RPM (there is nothing like enine RPM even simulated).
I haven't played much with the Akula - so maybe that explains it? I don't care much for the sonar system, though it makes things easier to pinpoint in direction mentally, once you get used to the AMerican waterfall, it is just so much easier to pick out quiet contacts!

-S

PS. I should point out too that I am partial to the Kilo too when playing Russian equipment! Something about taking on high tech equipment with low tech subs that intrigues me!
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Old 01-09-07, 03:04 PM   #9
Bubblehead Nuke
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Quote:
Originally Posted by Dr.Sid
In DW both noise and cavitation are based on actual speed against ground, not on actual engine order or RPM (there is nothing like enine RPM even simulated).
This is an issue that I wish we could patch. Noise levels are not linearly proportional to speed. There are actually breakpoints when the propulsion noises (in a nuke boat) increase. Under those breakpoints there is no real change of own ships noise for in increase in speed. You do have an affect on sensor performance but radiated ownships noise does not increase significantly. Thus speed is not about being quiet but your ability to hear the other guy and thus avoid counterdetection.
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