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Old 10-27-05, 02:44 AM   #16
XabbaRus
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Quote:
Originally Posted by Boomer Ang
I gave up with DW and I also assume DWX men did the same.

Anyway as I stated months ago occasionally I come back to check what's going on on my 45 euros .....I don't even remember how many months ago...almost a year I think

Sadly, I notice the Seahawk , even on 102 readme fix list , is still a rebel and can't be ordered to dip its sonar where and when the FFG want this to be done.

I assume the rebel state of FFG helos is not intended therefore helos without sonar control are hostile rebels and not allied. I consider helos unplayable.

I don't want to mention how platforms physics won't be fixed, I still remember FFG loosing 20+ knots while hard ruddering at flank speed or subs aceleration to flank within few seconds like dragsters...

- If someone is startt to thinking that these are my opinions only, I encourage him to use the search function on old posts in this forum looking for real Canadian Navy FFG men ( and others helo real ex-pilots ) who witnessed what I am saying. ( I believe XXXX has already started this search )

- if anyone ( old friends I have here ) may say I am lacking sex , well , these are not your own businesses.

Please correct me if helos and physics have been fixed, it's quite a while I don't join here.

Boomer
You make too many assumptions. ie DWX.

Boomer if all you are going to do is throw mud in the face of SCS then why bother coming back. 1.02 is getting the killer ones sorted out, about other stuff I couldn't say.

Grow up.
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Old 10-27-05, 02:46 AM   #17
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Goldark.
BA = A Lurker and a Flusher ? :rotfl:
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Old 10-27-05, 04:29 AM   #18
Mau
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There was not a fix already in one of the MOD for the Helo dipping?
And yes that would be great to change that outstanding speed that we are loosing on the FFG when we do a hard turn.

I am not complaining here....

I cam imagine it is feasible to change that last one since the speed of the sub (unrealistic acceleration was done either with the MOD or the 1.02)

As well I`ll be looking at tables of real life FFG hard turns (how much speed you lose..)

Thanks

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Old 10-27-05, 08:16 AM   #19
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Quote:
Originally Posted by Mau
There was not a fix already in one of the MOD for the Helo dipping?
The FFG's influence over it's helos was a facet of the game which we recognize needs improvement. The issue with the ability to control the MH-60's from the FFG is that we have two options as I see it:

1) Modify the layout of the ASTAC station and specifically the Helo Control panel (art and code changes).

2) Create a new right click sub-menu on the NAV screen when the MH-60 is selected (only available when a sync/link is present).

We would prefer to do both... But the ASTAC change will require some re-thinking and we did not want to rush it for the Retail release.

But I did want you to know that we do recognize the shortcoming, and would very much like to improve upon the current implementation.

- Jamie
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Old 10-27-05, 08:17 AM   #20
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Jamie!

Thanks, those are tops on my mind!
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Old 10-27-05, 11:01 AM   #21
Mau
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Yes thank you for that answer Jamie!!

If possible and less complicated for now or in the very near future, the right click option from the Nav window would be great.

Thanks
Mo
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Old 10-27-05, 11:20 AM   #22
Mau
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As per the speed loosing on a hard turn...

Speaking with one of my fellow teamates (he is a navigator so he is seeing the sun a lot more often than me in the Ops Room), he confirm that on our frigate if at a speed of 30 knots we are conducting a hard turn (30 deg of helm), let say for a TCM, we will not go lower than 25 kts. This is for a two shafts modern frigate.

Now for a single shaft warship, he said that we should loose a little bit more speed but not that much more. He add as well that on one side you might loose more than on the other because of the way the propeller is turning. But lets not go there.

So what I propose here is that the FFG will not loose more than 6-7 kts on a 30 degrees of helm.

Would it be possible in a next Mod? Jamie, Luftwolf, Amizaur what do you think?

Mau
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Old 10-27-05, 11:26 AM   #23
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Quote:
Would it be possible in a next Mod? Jamie, Luftwolf, Amizaur what do you think?
I believe we would have to do some serious tinkering with the FFG parameters... Amizaur has a better sense of the phyics than I do.

We would have to do some serious looking at the DB to figure it out, but it would probably be possible by tweaking the imputs into the physics engine, in other words the FFG physical specifications. :hmm:
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Old 10-27-05, 12:28 PM   #24
Krasch
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Thanks Jamie, for staying on the FFG helo dipping sonar. I also think the right click/link info is the way to go, let the helo do its job. Adding the new art to the station will only distract me more when I here "VAMPIRE"

One other thing, I have recently bought some new games for my PC and no one supports thier products like SCS, especially the responses from you Jamie in these forums. I can't thank you enough.

Cheers,
Krasch
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Old 10-28-05, 03:16 PM   #25
JoGary(sco)
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Jamie,
Why have not the mobile mines and subroc doctrins been fixed. Amizaur has posted the fixes and they both have been well tested. All that was needed was for you guys to add them to the doctrin folder of the patch.
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Old 10-28-05, 03:39 PM   #26
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Have you tried Demo 1.02?
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Old 10-28-05, 04:32 PM   #27
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Quote:
All that was needed was for you guys to add them to the doctrin folder of the patch.
The mobile mine fix requires changes to the database as well.

Xabba, I believe JoG is talking about the 1.02 demo.
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Old 10-30-05, 05:43 AM   #28
Boomer Ang
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Quote:
Originally Posted by Mau
As per the speed loosing on a hard turn...

Speaking with one of my fellow teamates (he is a navigator so he is seeing the sun a lot more often than me in the Ops Room), he confirm that on our frigate if at a speed of 30 knots we are conducting a hard turn (30 deg of helm), let say for a TCM, we will not go lower than 25 kts. This is for a two shafts modern frigate.

Now for a single shaft warship, he said that we should loose a little bit more speed but not that much more. He add as well that on one side you might loose more than on the other because of the way the propeller is turning. But lets not go there.

So what I propose here is that the FFG will not loose more than 6-7 kts on a 30 degrees of helm.

Would it be possible in a next Mod? Jamie, Luftwolf, Amizaur what do you think?

Mau

Thanks even for your sentence Mau. In the past in this forums several navy men witnessed the same thing.

I have never been on a Navy frigate,I have only been on turistic ships like Calais-Dover cruiser ships and boats that make tourists trips inside European rivers like Danubio,Reno,Senna,Tamigi etc.. so my experience in terms of reality inside FFG is definetly exagerate but after playing DW FFGs for not more than 3-4 minutes I subito realized physics were not of this solar system.

I subito felt the same Star Trek spaceship physics applied instead.

Not to mention how 10000 tons of subs accelerate and decelerate like American dragsters that brake with parachutes...

I still wonder why experts that produce this kind of game could have done such dramatic mistakes while reproducing physics in this kind of game.

I also wonder what kind of simulators Sonalists give to the United States Navy are they tested from Bush himself ?


Boomer - the black sheep --


P.S. X Xabba : I don't consider reporting very basic physics rules " mud in the face " ........because I assume DW should be a simulation game not a shoot'em'up like Space Invaders
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Old 10-30-05, 02:55 PM   #29
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Quote:
Not to mention how 10000 tons of subs accelerate and decelerate like American dragsters that brake with parachutes...
Like most of the "Earth-Shattering I Won't Play This Game Until They Fix This SCS Is the Worst Game Design Company in the Whole World" Bugs, this can be changed by altering a single value in the database. In this case, the "drag" value.

Do you guys think we should do this for the next version of the mod? That is, slow down the acceleration of the subs?

I still have to test to be sure that this doesn't create some other kind of funny effects, but this seems like a fairly straightforward issue. :hmm:
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Old 10-30-05, 03:09 PM   #30
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Well, ok, it does look like in this case it is a bit more difficult to do. I can get some effect with the drag, it seems to plateau, and there is a point at which there is no more effect, so I can't get it anywhere near "realistic" just using drag, so it's not even worth doing at this point, and as Deathblow pointed out, it would be make deceleration even faster than it already is (even though I thought at first it didn't), so we need to look at some things further, but it seems there SHOULD be SOMETHING we can do about it.

I stand-by what I said about certain other "bugs" that are really just database issues. Basically, anything that can be altered by changing the database, I don't consider a "bug".
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