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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Jul 2005
Location: Canada
Posts: 1,448
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The past few days in GameSpy, the wide majority of players I have encountered have refused to upgrade to 1.04. They cite the reduced ADCAP range as giving an unfair advantage to Akulas, which was referenced in another thread here (by Molon Labe?)
Anyway, I have missed out on a dozen games because I refuse to DOWNGRADE my game back to 1.03. Has anyone else encountered players adamantly sticking to 1.03? IMHO the nice new models and the bug fixes outweigh giving an edge to the Akula. Is it even that much of an advantage, anyway? The Seawolf still has superior sensors and stealth, and as the aforementioned poster pointed out the range difference in running space is not that much (2nm IIRC). Some of these guys are just so frustrated that their beloved Seawolf is not invincible anymore ![]() |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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People who play DW on GameSpy are hopeless.
On the other hand, its good people are playing DW anywhere. My advice is to keep up DW 1.04, use LWAMI 3.05+QuickFixII, and find much better games with SubSim community members. Cheers, David
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#3 | |
Gunner
![]() Join Date: Oct 2006
Location: Germany
Posts: 91
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#4 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
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Sounds like people are just spoiled to the imaginary Mk48 performance that used to be there. All the sources say maximum range is 27nm at *less than* top speed. But the old version of the torpedo had it as 27nm at top speed. The currently modeled Mk48 is slated to be a more accurate simulation.
Those folks should get over it.
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#5 |
Commander
![]() Join Date: May 2001
Location: At sea (again)
Posts: 457
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Cant say ive read about this yet, but i get the impression that people think a torpedo will go its max range at its max speed all the time ???
If thats the case then = :rotfl::rotfl::rotfl::rotfl:
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#6 | |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#7 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
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Just to set the record straight as per my position, I've mentioned in another thread that the change in how torpedo ranges are calculated in 1.04 does cut in favor of the Akula, but that the change is not as big a deal as it's being made out to be.
The precise change, in game terms, is that the no-escape range (for a 35-knot target--like the Akula II) of the ADCAP has gone from 9.82 miles to about 7.74 miles. (Yes, I actually sat down and did the math!) That's not a huge deal. But, I suspect that many 1.03 players didn't realize that the no-escape range was only 9.82nm, so they did not take advantage of that fact. With the change in 1.04, more people are aware of this, and more people are taking advantage of it. As others have mentioned, this change is realistic. If people have a problem with the SUBROC weapons being too powerful, the solution is to use LW/Ami, which gives the SUBROC torpedoes less-capable seekers than the ADCAP or "65cm torpedo" in the stock game, decreases overall detection range (making it easier to get within no-escape range), increases the detection range advantage that US subs have over the Russian subs, and provides a substantial launch transient noise (giving US subs a chance to clear datum before the weapon splashes down). Disabling auto-TMA will also reduce the effectiveness of SUBROCs. 1.04 is an unqualified improvement from 1.03.
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#8 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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Don't forget, LWAMI also introduces a bearing and range error for all SUBROCs, so they won't always fall precisely where you think they will (but pretty close)!
![]() (shameless plug) Cheers, David
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