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#1 |
Chief
![]() Join Date: Nov 2012
Posts: 325
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Thanks, P7P8. But what about air stations? I don't see anywhere under air stations to refresh station. Or add inflight is better choice than add airstations?
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#2 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Air station can move relative with constant range/bearing with CVN - its good for Helo ASW. Aircraft on "airstation" will will be changed for another one after
low fuel but i still prefer to use triggers and scripts - it gives better control over CVN and aircrafts. In DW aircrafts works bad. RA improves this aspect of game (a little) but they still can crash into water after time or do something stupid. Try to make simple scenario for test - you will see what im talking about ![]() Personally I wouludn't make this "screen/escort" mission with CVN because it involves big support and big troubles in controling this huge TF. You should consider to make LSD/LST/LPD group as highly value ships (I recommend ships without helos or with option empty hangars) Aircraft may come from land bases - its easier. |
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#3 |
Ocean Warrior
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Wolfcat, it sounds like you're talking about a game called Jane's Fleet Command. Check into it if you haven't already.
![]() FC and and DW are based on very similar game platforms. But, DW is set up more for a single unit command while FC is all about driving a surface fleet. The focus of the two games are different. You may find answers in FC's mission editor BUT they might not apply to DW. ![]() And don't worry about p7p8, he barks a lot. ![]() |
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#4 |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
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It's all good. I am just taking this opportunity to learn to become a better mission builder. I am kinda new to this editor thing.
The reason I need use aircraft in my mission is that the Russian UGM missiles are so powerful and surface ships and their weapons are so stupid and bad. 2 Oscar II's can take out an entire CVNG (5 VLS escorts). It makes the game extremely unbalanced. Only when I have 4 fighters on station would I be able to make my CVNG survivable. We all know that using player subs to do ASW takes time. You need first approach, detect and then work out your solutions. And a 55kt torp takes more time to close with the target. By the time you are close to kill the Oscars, they have already killed the entire CVNG. |
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#5 | |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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yeah, right - I've made over 50 scenarios and active DW MP community in 95% plays my missions. And You @ET2SN can only give bunch of inaccurate advices based definitely NOT on Dangerous Waters game (clear or with mods) but on your suspicious and hypothesis.
@Wolfcat Quote:
You can make NATO TF without CVN's, for example Harpers Ferry LST, Newport LST (and more allied ships) passing through good for ambush area (strait, small istands) with ait support from land based airfields (with airstations). It will be less complicated and far more interesting than meeting in the middle of nowhere ![]() Large formations often colide/crash between themself during torpedo/ASM evasion and you cannot prevent this. CVN during aircraft launch can go 30 minutes in totally random direction with all rest warships in group - trust me - you don't want to observe this ![]() BTW - if you think ASMs/antimissile defence works bad - just remove SSGN's as opponent ![]() |
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#6 |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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I am building a new campaign featuring CVNG escorting scenarios. That's why I have CVN in there. I can replace SSGN with Akulas, but they carry UGMs too. It's not the platform problem. It's the UGM so OP as now. It's fast, powerful and has CMs too. I mean if VLS ships can launch proper amount of missiles then UGMs might not be as much a problem. I mean come on. When you see a group of 8 missiles coming at, you only launch 2-3 sm-2's half-heartedly? I remember the standard procedure for Aegis is to launch at least 2 missiles at each missile type target. But currently, that's not the case.
Actually, if you look at Kirov in current version, you will see a huge difference compared to Arleigh and Ticonder. I put 2 OscarII's against a single Kirov. It can pretty much blast all UGMs out of the sky even including the CMs dropped by the missile. It can fire off a barrage of SAMs like a true VLS ship. |
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#7 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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You want to make campaign and you ask for elementary things?
In my opinion you should make single mission first. Scenario with CVN group is not simple to create. Placing ship in formation is not enough - you should make some triggers and scripts because big formations and ships with helos/aircrafts may causes many troubles. I recomend using triggers for simulation fighters launching (via create group trigger) I can halp you with scenario but campaign is too complicated for me ![]() |
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#8 |
Good Hunting!
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The type of Aegis behavior one might expect really just isn't programmed into the game. Unfortunately, it's truly just beyond the scope of the game. All the controllable platforms in Dangerous Waters are primarily ASW assets. You'll probably have better luck simulating this kind of thing with CMANO or Fleet Command or Harpoon, something with a much larger scope of naval warfare.
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#9 | |
Chief
![]() Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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