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Old 09-12-05, 08:16 AM   #11
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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Quote:
Originally Posted by Amizaur
Luftwolf, I see our mail contact has broken or something... seems you didn't get my last emails with graph pack and two last changes to thrust profiles ? I send you email now, I made those two corrections (Akula 2 cSpeedNoise to 21, Kilo new dedicated thrust profile with cSpeedNoise = 13) that are needed so tha game is compatible with graphs, I made graphs with those changes taken into account. Database with graph pack should be in your and Bill's mailbox now.

P.S. But the most important change of this mod is not the NLs in my opinion ! :-)
OK, I forgot about the cavitation thing, so I withdraw my complaint about the Perry. But, I think you may be underestimating just how important the NLs are to realism and balance. For 2.1, I urge you to consider the following "tweak":

I noticed you were able to use different "curves" for increasing NLs. That's very useful. What you should do is start the SSNs at a "moderate" noise level, with the more modern ones a few points lower than the older ones. As speed increases, SLOWLY increase the NL. For the Seawolf in particular, keep the curve pretty flat. This makes sense, because it will put the real-life problem of SSNs always having a base sound level from the reactor while having the advantage of being very well-engineered to have very little flow noise as the speed increases.
But, for SSKs, give them a starting NL significantly lower than the base for SSN. Make the noise increase rapidly with speed, catching up with the SSN's at 6 knots or so and becoming downright noisy around 12. This lets the SSK use its real-life advantage at rest and at very low speeds, while compromising that advantage if it tries to cruise like an SSN. The problem with the hotfix wasn't that the Kilos were too quiet; it was that they never became noisy once they put on the speed!

Quote:
For me the most important is the diversification of torpedo seekers, so small ASW or old torpedos don't have 5000yd acquire range like ADCAP, in fact even ADCAP now have smaller range because the typical target is supposed to be modern SSN or SSK with anechoic-coating, not big old SSBN. I forget to add table of torpedo seeker ranges will fix it !

Also the reduction of DICASS active range from always max vs everything to lower values vs at least some small targets is big difference I think, VERY big for Kilo drivers :-) now we stand a chance sometimes. Also FFGs active doesn't show every target on max range anymore. Unfortunately the "blip" ping return can still be heard even when tgt should not be detected and there is nothing on the screen (really nothing, no contrast/gamma/brightness settings can separate anything).
This should improve things a lot, especially in multiclass matches. I look forward to testing it!

Quote:
Maybe it would be good idea to remove the ping return sound from the FFGs and Subs active sonar stations ? An idea for sound modders - give a null sample instead of the "blip". I think there is nothing like that in reality and operator have to find the target on the screen, am I right ?
Yes. Don't forget the sonobouys and dipping sonars.


Quote:
And in SP games too AI FFGs will not detect everything on max range on active (and send link to everyone else). I think it this would work ok, then other AI surface active sonars will be modified in same way, so it would be possible then to sneak closer in some conditions even against active sonar.

But of course it's only poor man's workaround, not in any way solution, the real improvement will be only true fix of active sonar model by SCS ! Same for doctrine mod that prevents AI from sinking friendly ships - it works... but this is all good about it - it causes unnecessary torpedo doctrine complication. Simple fix by SCS to make AI units set proper ceiling of their weapons would be 10x better.
They seem to be too busy at the moment. Hopefully, the feedback generated by your mod will give them some ideas about what to change when they finally do get around to patching DW. And of course, once they patch it, DWX will be just around the corner. Looks like you have the conn! ; )
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