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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soaring
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Bought the game last year or even the yera bvefore, and forgot it. Went into it just now. I know Silent Service 1+2
![]() The game seems to be extremely badly balanced in sensors and AI skills...?! I am at 500 under a thiock layer, stormy water sat the surface, and enemy detects me - 688, 1984 - by ship from huge distance ten seconds after mission begins, and first torpedo already pinpoints me with utmost precision...? I have very big problems, by comparison to the listed games above, to believe this all is "realistic". I feel like being technologically fifty years behind and playing against a neural network of Vulcans. In a 688 in 1984...? I enter missions on strategic map while being at creeping speeds, not being noisy. What I know about sonar and tactics, I know from the games listed. Do I miss something, is the game that badly balanced? And it seems the developer abandoned the game quite quickly back then, or not?
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#2 |
Bosun
![]() Join Date: Nov 2018
Posts: 64
Downloads: 148
Uploads: 0
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Beginning an encounter while moving at 20 knots is the worst idea you can do. The enemy has a good idea where you are and maritime patrol aircraft are going to find you more easily.
The best way to mitigate this is to predict where the target is going and remain in place when you know they're gonna come to you. Being at patrol speed (by holding right click) means you're starting at 10 knots, and it probably won't be as bad at the beginning as it would be if you were traveling at 20 knots to begin with. |
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#3 |
Soaring
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If it would be so simple, I wouldnt have posted.
![]() Im talking about getting pinged or heard and then pinpointed by torpedoes with precision and shortest reaction times and under conditions where I find this very hard to imagine possible from Sub Command and Dangerous Waters and Janes 688.
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If you feel nuts, consult an expert. |
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#4 |
Bosun
![]() Join Date: Nov 2018
Posts: 64
Downloads: 148
Uploads: 0
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Did an enemy MPA fly over you in the overworld map right before the encounter?
What difficulty do you play at? Do you use the "Close to" option? If so, how how close do you go? Closing to 10kyd is probably not the smartest idea to do especially in the vanilla game in the 1984 campaign. Historical inaccuracies also exacerbate this issue. Udaloy, Sovremenny, and Kirov all have USET-80s, which were only used on submarines historically. It doesn't help Kilo-class submarines have SS-N-16s, which also didn't carry them in their tubes in real life. Combine that with the Udaloy's very powerful sonar, and you're gonna have a bad time. Enemies have a tendency to be trigger happy about actively pinging you in the vanilla game if you're close enough. This behavior is much more unlikely in Epic Mod and DotMod. |
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#5 |
Soaring
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Thank you, but my nerves are wrecked, I am out of this. This game's sensor model and weapons model is way too far out of the envelope I am used to from the other modern subsims I mentioned. Thanks, but I'm out.
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If you feel nuts, consult an expert. |
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#6 |
Weps
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Would it be of any benefit for the gameplay to mod this game a little more towards hardcore? Is it possible? Is it advisible?
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