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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Swabbie
![]() Join Date: Jan 2021
Posts: 12
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![]() Quote:
The overall gist is that this kind of tutorial would be more effective if it had the benefit of assets/libraries/classes/functions that are available to the game, as opposed to trying to create an external analog that mimics it poorly. I made no attempt to suggest where and how this might be made accessible once the application has been started as while I feel my idea has merit to help players get more value out of the game, the developers, would know best how to best accomplish this in line with the code base and their overall vision. |
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#2 |
Gefallen Engel U-666
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entrippy!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#3 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
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start game
use scope to look for visual contact if no visual, dive to periscope depth use hydrophone to locate sound bearing of convoy surface to that bearing going full speed wait 5 minutes if no visual contact is made in that time, dive and listen again, adjust course as needed and repeat the last two steps IMO you're over complicating something that isnt too hard to do in this game. The Silent Hunter games was harder. |
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#4 | |
Swabbie
![]() Join Date: Jan 2021
Posts: 12
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There is an entirely different set of triangulation steps that can be performed while on the move, but they are far more complex to master, for example take a look at the later/Alternative methods mentioned in here http://ricojansen.nl/downloads/Four_...2C%20Neuro.pdf Sorry if I didn't make this clear, the stationary approach is simple and does not require any additional guidance, but to say that everything should end with the stationary method is an over simplification. If you're wondering WHY someone might want to use these alternative methods; firstly, they can reduce time to contact by allowing the boat to manoeuvre while solving, and secondly.... just because. |
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#5 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
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I would consider myself one of the most experienced skippers that still plays Wolfpack. 1200 hours played.
Three bearing method, triangulation etc. is a colossal waste of time in wolfpack, because you can't fast forward time. (and you start very close to convoy anyway) Just dive, listen, drive. You will get a visual sooner or later. Convoy located. No math. If you can see ships, and are lucky enough to have a good navigator on the plot, you can get their course using the scope by taking range and bearing. |
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#6 | |
Swabbie
![]() Join Date: Jan 2021
Posts: 12
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If wolfpacks gameplay is not planned to move beyond the current arrangement (missions scenarios centre around starting in close proximity to a convoy with the players only requirement to organise the final approach and kill), then I agree that my suggestion is probably a waste of time. That said, if there are plans to run scenario's that start at greater ranges including initially diverging paths, then I think that this suggestion would help reduce the frustration of trying to learn an interesting skill, with a shortened and more informative feedback loop. |
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#7 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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I can't disagree with what you're saying, I just don't want to play a session that takes that long.
The advise I'm giving reminds me of a saying they used to say at work: "Give the laziest guy the hardest job, and he'll find the easiest way to do it" Cheers man. ![]() |
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