SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-25-05, 02:57 PM   #46
Mau
Sonar Guy
 
Join Date: Jun 2005
Posts: 382
Downloads: 3
Uploads: 0
Default

Thank you very much for everything you are trying here!

I'll be following that closely
Mau is offline   Reply With Quote
Old 11-25-05, 07:08 PM   #47
Fandango
Officer
 
Join Date: Sep 2001
Location: Trieste, Italy
Posts: 236
Downloads: 0
Uploads: 0
Default

I've installed Patch 1.03BETA from a FRESH reinstall of DW and I get version 1.00 in the starting screen. I believe SCS will change that number when the official version of the patch will be out... :hmm:
__________________
The true worth of a man is to be measured by the objects he pursues.

- Marcus Aurelius
Fandango is offline   Reply With Quote
Old 11-25-05, 07:10 PM   #48
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

Somethings not right for you then, I get 1.03 when I load the game.
__________________
LW
LuftWolf is offline   Reply With Quote
Old 11-26-05, 04:51 AM   #49
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Quote:
Originally Posted by LuftWolf
Well, I've "fixed it." So there. :P

So if you want your FFG to go 24 kts tops in Level 3 seas and make turns at 6kts, then don't use the mod.

Which I know you don't anyway, Xabba... so I'm doing for those who do, and I give them a big thanks for that as well!
WTF, I'm not criticising you. You fixed it great. I fixed it to0.

I don't get why you had to right that with all those smilies..
__________________
XabbaRus is offline   Reply With Quote
Old 11-26-05, 06:41 AM   #50
Alex Nenadic
Swabbie
 
Join Date: Jul 2005
Location: Melbourne, FL USA
Posts: 14
Downloads: 0
Uploads: 0
Default

The sub handling has gone to hell for me. So far I've only tested it with the 688i, but it takes the sub FOREVER to change depth. Literally it dives 1 ft per every 5-10 seconds. At best that works out to a 20 minute descent to 250 feet.

The acceleration is FUBAR as well, going from 0 knots (ice surfacing) to 5 knots didn't work at all. Only managed to get it up to 5 by ordering flank speed and then stopping the dial once it hit 5.
Alex Nenadic is offline   Reply With Quote
Old 11-26-05, 10:02 AM   #51
Bellman
Sea Lord
 
Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
Default Patch 1.03

Alex you are right about the depth change 'hell'.

I reported in July that the depth change delays in DW had changed significantly from SC. Akula2 + 250% SW + 330%.

Just run the SW through depth changes from 300 ft to 100 ft and return. The new figures are below , with DW 1.01 bracketed.

Ascend at 14 knots from 300 ft -to 100 ft - 1min 33 secs ( 2 mins 19 sec) An improvement.
Descend at 14 knots from 100ft to 300 ft - 6 min 10 secs (2 min 19 secs.) A MASSIVE increase. :hmm:

I seem to remember 'someone' getting a bit peevish about performance reports before.
__________________

Liberty, Equality, Fraternity
Bellman is offline   Reply With Quote
Old 11-26-05, 11:24 AM   #52
Fandango
Officer
 
Join Date: Sep 2001
Location: Trieste, Italy
Posts: 236
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by LuftWolf
Somethings not right for you then, I get 1.03 when I load the game.
I'll reinstall then...
__________________
The true worth of a man is to be measured by the objects he pursues.

- Marcus Aurelius
Fandango is offline   Reply With Quote
Old 11-26-05, 01:52 PM   #53
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

Quote:
Originally Posted by XabbaRus
Quote:
Originally Posted by LuftWolf
Well, I've "fixed it." So there. :P

So if you want your FFG to go 24 kts tops in Level 3 seas and make turns at 6kts, then don't use the mod.

Which I know you don't anyway, Xabba... so I'm doing for those who do, and I give them a big thanks for that as well!
huh?, I'm not criticising you. You fixed it great. I fixed it to0.

I don't get why you had to right that with all those smilies..

Sorry Xabba... you're right.

I thought you were advocating for leaving it as it was and not reporting it to SCS as a bug.
__________________
LW
LuftWolf is offline   Reply With Quote
Old 11-26-05, 05:00 PM   #54
OKO
Commander
 
Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
Uploads: 0
Default

Quote:
Originally Posted by goldorak
Being no expert, could you explain in simple terms what are the improvements on the new sonar model. ?
take a look here =>
http://www.subsim.com/phpBB/viewtopic.php?t=45663

you will see some consequences ofthe new model.
OKO is offline   Reply With Quote
Old 11-26-05, 06:58 PM   #55
Amizaur
Sonar Guy
 
Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
Default

The acceleration is lower than it was (and closer to real values I believe) but more importantly it's ADJUSTABLE now (which it wasn't in 1.01) so SCS or mod makers can set it to any value they want. If you order screw rotations for 5kts then no wonder that acceleration is low, and it takes quite long to reach those 5kts. And nothing strange in fact that if you order flank, you get those 5kts faster :-).
The sub diving... is bugged now (everyone sees that) but that's why it's beta patch only :-), just work in progress :-).
Amizaur is offline   Reply With Quote
Old 11-27-05, 04:33 AM   #56
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

It's still a bug because the ordered speed thing still exists.

when you ask it to go to a slower speed it always goes to a speed one know below what you ordered.
__________________
XabbaRus is offline   Reply With Quote
Old 11-27-05, 04:44 AM   #57
Fandango
Officer
 
Join Date: Sep 2001
Location: Trieste, Italy
Posts: 236
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Amizaur
The sub diving... is bugged now...
What do you mean?...
__________________
The true worth of a man is to be measured by the objects he pursues.

- Marcus Aurelius
Fandango is offline   Reply With Quote
Old 11-27-05, 02:58 PM   #58
Amizaur
Sonar Guy
 
Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
Default

Try to dive a sub from the surface and you'll see
Amizaur is offline   Reply With Quote
Old 11-27-05, 05:22 PM   #59
Sub Sailor
Commander
 
Join Date: Sep 1999
Location: Orofino, Idaho
Posts: 443
Downloads: 66
Uploads: 0
Default T/A Speed and Depth change rate

The Towed Array, on at least the US Subs, the only ones I have tried to date, is really slow. Towed Arrays should deploy and retieve at a rate of about 21/2 to 31/2 min. depending on the Array, the Pelamida usually took about 1 min. Now on US Subs that speed is very close to real world.
Changing depth, Subs go down fast, that is how you get yourself out of trouble. Nuke boats do not have a negative tank, but they are bult to submerge, they will attempt to dive at high surface speeds if not watched.
The way DW is setup now the US Subs are way to slow on any depth changes. Some one talked about buoyancy, on the surface the subs weight is less than its buoyancy. When you open all vents on the dive the boat sinks like a rock. Once submerged and at depth the buoyancy is controlled by the trim tanks. The MBT are full of water and the vents are shut. The sub is kept at depth by trim tanks, planes and speed. You want to get down flood the trim tanks and go to full dive and believe me you are going to down. The COW on orders from the Conn will adjust trim and weight by pumping into or out of the trim tanks, the trim tanks -usually- are around 1/2 full.This setup now in DW is wrong. Also a nuke boat can do an airless surface by using it's engines to literally drive the boat to the surface, not the same as emergency blow and honestly it's rather fun. You can get about half the boat out of the water. Got to watch it so it don't slide back on you.
The prsent setup of 1.03 makes know sense at all.

Repectfully,


Ron Banks MMCM(SS), USN(Ret)
Sub Sailor is offline   Reply With Quote
Old 11-27-05, 06:29 PM   #60
Alex Nenadic
Swabbie
 
Join Date: Jul 2005
Location: Melbourne, FL USA
Posts: 14
Downloads: 0
Uploads: 0
Default

This might be related (and the reason why you cannot do a non emergency blow surfacing), in DW one cannot control the ship's trim angle. At the same time, the AI attempts to always keep it at 0°, or as close to 0° as possible.

This is constructive criticism guys, I am not trying to be an ass.
Alex Nenadic is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:42 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.