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Old 02-23-18, 11:02 PM   #1
Mspot
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I like the shoot at flank comment.

In terms of starting at a greater range (distance), I believe you can in this game; you merely have to click that distance/range button when presented that "intermission" (contact) screen. I believe it is set to select 10k-yards, 15k-yards, 20k-yards, and 25k-yards.
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Old 03-22-18, 10:54 AM   #2
somedude88
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Ability to fire spreads for the MK16 dumb torpedoes, (instead of firing them off individually) especially for the early campaign. Also the ability to have the MK16 torpedoes run patterns.

3d model of the towed array sonar,

make the sim as realistic as possible.

option to not see airplanes/helicopters/undetected weapons. It feels like cheating. You can still see them in the distance when you're looking at ownship, even though they aren't on the tab map.

Easier way to guide torpedoes by wire? They keep locking onto an unwanted target and then I have to babysit them till they reach the ones I meant for them to take out.

skill and Personnel management? not going to die on this hill but I think it would make it interesting.

Also make the minimap and the Tab map 2 different maps, any changes to the tab map carries over to the minimap and that gets annoying.

More tools for enemy AI, like their version of the MOSS.

Last edited by somedude88; 03-22-18 at 11:13 AM.
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Old 04-02-18, 04:45 PM   #3
Capt. Morgan
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Quote:
Originally Posted by somedude88 View Post
...
option to not see airplanes/helicopters/undetected weapons. It feels like cheating. You can still see them in the distance when you're looking at ownship, even though they aren't on the tab map.
I second that one especially. I can control myself enough to not hit F4/F3/F2 in tight situations, but not F1 (I still love seeing the wreckage on the bottom). An optional ability (in play, preferably) to shut off 3D rendering of anything you can't see on the tactical map would great.

As far as preventing wire-guided weapons from locking on to unintended targets, I believe that's how they actually worked back then, and sometimes they do lock on to something you didn't know was there.

I'd like to see a circle of confusion around target depth like you have with range (at least at realistic and elite levels), so that you can't instantly tell if you've misidentified a surface target as submerged or vice versa.

Being able to access your current orders at the Strategic Map would also be helpful for anyone playing more than one campaign at the same time
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Old 04-02-18, 09:11 PM   #4
Delgard
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To avoid chasing unwanted targets, can the torpedoes be set for min/max depth?

What is reality?
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Old 04-04-18, 08:06 PM   #5
shipkiller1
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Quote:
Originally Posted by Delgard View Post
To avoid chasing unwanted targets, can the torpedoes be set for min/max depth?

What is reality?
In reality, yes.
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Old 04-03-18, 01:51 AM   #6
Capt.Hunt
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Quote:
Originally Posted by somedude88 View Post
Ability to fire spreads for the MK16 dumb torpedoes, (instead of firing them off individually) especially for the early campaign. Also the ability to have the MK16 torpedoes run patterns.
As I understand it, subs can't really volley fire torpedoes, if that's what you're asking for. Even in spreads you'd have to fire them a few seconds apart, although I'd love to be able to preset the gyros to streamline the firing sequence.
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Old 04-04-18, 08:13 PM   #7
shipkiller1
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Quote:
Originally Posted by Capt.Hunt View Post
As I understand it, subs can't really volley fire torpedoes, if that's what you're asking for. Even in spreads you'd have to fire them a few seconds apart, although I'd love to be able to preset the gyros to streamline the firing sequence.
It depends on what your definition if a 'volley' is. On US Submarines, you cannot launch two simultaneously, but you would need a gap of around 5 seconds between port and starboard sides. This is just the button pushing to switch between sides and going through the procedures for launch. Besides, you would NEVER volley fire acoustic homing weapons. The game does not model (nor could it) mutual interference on each weapon.
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Old 04-04-18, 10:12 PM   #8
Delgard
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Hmmm, vareeee ienteressting.
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Old 04-23-18, 12:57 PM   #9
Mitchmaker
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As i mentioned in another thread.
We need more options for the torpedos.
Swim them out, use them as foward sonar sensors, change their speed while running, designate them to certain target, and deactivate them if needed.
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Old 04-23-18, 07:34 PM   #10
shipkiller1
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Quote:
Originally Posted by Mitchmaker View Post
As i mentioned in another thread.
We need more options for the torpedos.
Swim them out, use them as foward sonar sensors, change their speed while running, designate them to certain target, and deactivate them if needed.
The MK-48 CANNOT be shot in swimout. I cannot go into the why's but it needs to see some acceleration for the motor to start.

Correct. You should be able to change speeds and depth at any point in the torpedo run with the exception of the first 'so many seconds' after launch, providing you have the wire of course.

Yes, you can command shutdown the weapon if the wire is good. As I have said on several occasions, the MK-48 does NOT detonate at end of run. It just shuts down....
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