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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Commander
![]() Join Date: Jun 2004
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But if it looked like deniyng you respect I am sorry, that was not meant to be. I use to consider your and Henson posts of high quality and "thrustable".
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#2 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
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#3 |
The Old Man
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Location: Central MO
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True SeaQueen...there are a lot of tell tell signs that gives away the depth of a boat and just a few have been discussed. One thing that I've begged for is the sound of hull popping to be "hearable" thru your BB display instead of only that player who's performing the evolution.
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#4 | |
Naval Royalty
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THAT would rock and it'd make the sonar station even more interesting. Last edited by SeaQueen; 06-29-06 at 07:31 PM. |
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#5 | ||
Ocean Warrior
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But I always find it interesting to hear repeatly how limited DW is, from people who know not very much about it. DW is designed so that individual missions have specific databases and doctrines assigned to it. As a professional, if you used those tools to their full extent, your ability to use the sim would be significantly improved.
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#6 |
Ocean Warrior
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Expanding on this... I can infer this from the features provided in the database and doctrines but not implimented in the commerical version in any particular instance.
When DW is used in the government versions, I would suspect, the doctrines, database, and mission files all come in a single package, with individual missions being paired to doctrine sets and database files. If a team of scripters and testers spent about a week or so on a single mission package, using data fit into the sim from classified sources and real world experience, they could have a simulator experience that came damn close to modelling the necessary functions in specific tactical situations with real values in play. This of course is using the government-only DW NSE and interface. The way we use DW, as a universal database and doctrine set for various missions, is one reason why we are limited in our sim experience, although not really enough for anyone to consider themselves deprived of a lot of minutae and waiting around. Cheers, David
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#7 | |
Naval Royalty
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Location: Washington, DC
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You're in the COs chair, HELLO! People should worry about the things a CO worries about! A CO is the commanding officer, he or she COMMANDS. DW is great for that. It's about tactical decision making, not noodling around with knobs, switches and buttons. All that is just a means to an end. But... computer gamers are techies, not officers. That's not their first instinct. They like their knobs, switches and buttons. That's what they're used to worrying about so they tend to focus on that. And besides in all fairness, COs of warships are techies on some level too. It's no accident that the even the English majors at the Naval Academy end up taking a curriculum heavy on science, engineering and math courses. You can't be fascinated by warships and not be a technophile. Personally, I think DW strikes a great balance between the two extremes to make a fun tactical simulation. What's wrong with that? Last edited by SeaQueen; 06-29-06 at 08:25 PM. |
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#8 | ||
Naval Royalty
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Location: Washington, DC
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I didn't argue there that DW was limited, although sometimes it is. There's stuff that just isn't in there, for whatever reason. That's not necessarily a bad thing, though. I'm sure that if you asked everyone here what their wish list included, it'd be something different. I really like DW. Quote:
Last edited by SeaQueen; 06-29-06 at 08:05 PM. |
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