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#1 |
Mate
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I am a long time sub command player, been playing SHIII (finally a modern AOD) and finally picked up DW recently (sent off for manual).
Q. Are your masts detectable by the AI. If not. Is this being addressed or are we stuck with it? Massive dissapointment if this is the case.
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A Frog, A Pond, The Frog jumped, PLOP! |
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#2 |
Medic
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Ive never been able to tell if thats the case, if ur sail shows, thats bad. Not sure about the masts though.
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#3 |
Navy Seal
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Short answer no.
Is it being fixed. don't know. |
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#4 | |
Stowaway
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Masts are not detectable...this is a known "thing" for quite a while now. ![]() No...it's not being addressed and probably never will be. ![]() |
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#5 |
Ocean Warrior
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Should masts be detectable, in theory yes.
Knowing what I know about the DW engine, I'm glad they aren't, because we can get around this using other AI and player features, and inevitably given the lack of intricacy in the DW radar model, I'm not sure masts would ever be properly detectable... All I'm saying is, there is far more to be dissappointed about in the stock release than this one specific issue, and far more to be happy about in the modded version of the game... so for me, this issue tends to be somewhat neutral "would be nice, but good it's not done at all than done wrong." ![]() Cheers, David
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#6 |
Navy Seal
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Luft why are you glad they aren't detectable?
I am pretty sure they were in 688i and in SC. You must admit it was some quite fundamental ommission that they aren't detectable and thay we must resort to work arounds to do it. Thing is like it has been said, it's not going to be fixed anytime soon. Though once SCS hand me the source code, which I'm sure they might when they receive my cheque I'll try and fix that one. Hey there goes a pig. |
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#7 |
Ocean Warrior
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I'm not glad they aren't detectable... I'm glad they aren't detectable rather than having that feature be implimented poorly or incorrectly.
Based on the DW radar model, a mast would be instantly detected depending on range. The range at which that should happen 100% of the time is within (in my opinion... the airdales say they can see a periscope at 100nm with binoculars going 500kts at 20000ft and the bubbleheads say they run around for 300nm with the snorkle and periscope up and the airdales need to be told where to find them, so who the hell knows??? ) the range at which the submarine should have been detected by some other means. In order to have masts be detectable in a reasonable way, there would have to be some actual radar modelling similar to the sonar modelling... at least thats my read on it. It's one thing for the AI to be able to play simply, but another for the player on other players to have instant ability to detect masts at great range. And then of course there is the whole issue of the AI not having masts at all... At the end of the day, it's something I don't really pay much attention to... if I'm playing the game effectively this just doesn't really come up as an issue, and with some changes in the next LWAMI, being at PD or shallow at all is a risky endevour, so being in the position to have the mast up is itself dangerous, so that seems pretty good. I think this is one of those issues that can obscure the larger context when people get to really debating it, all in all, given the way the DW sensors work, this can be abstracted into the sim fairly well. Cheers, David
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#8 |
Sonar Guy
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Luftwolf,
Are we saying that the radar systems are detecting everything or almost and at any ranges. Is that broken that much? I hope not. Are you talking in terms of size detectability or in terms of range. And yes, I am in the Navy and even though it is possible to detect mast and pericope on radar by an MPA/helicopters, it remains a challenge and this inside 20NM. By ship, you have to know where to look for visually (pretty much) and being focus on the navigational/surface radar with a competent operator. |
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#9 | |
Mate
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[edit] Also how do you play? When ESM indicator Red lower all masts?
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A Frog, A Pond, The Frog jumped, PLOP! Last edited by U-Cass; 06-20-06 at 06:28 PM. |
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#10 | |
Silent Hunter
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