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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: Mar 2011
Location: London
Posts: 143
Downloads: 31
Uploads: 0
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Hi guys,
I've got a bit bored and frustrated with Silent Hunter 3 (for numerous reasons) so I am trying out Dangerous Waters for my naval warfare fix and I am really enjoying it so far. I'm still very new at this, so I'm learning to play via the single missions and the random generator, and I'm working up to starting the campaign mode. I'm starting to understand the MH-60R and P3, but Submarines are far more complicated ![]() I have just installed the latest LWAMI mod and I'm loving the new database and platform models. I've already noticed a difference in detection ranges when hunting for subs, and it seems you have to be more precise with firing solutions to get your torps to connect with the target now - which is cool. (In vanilla I felt I could just fire in the general direction of where I think the enemy sub is and mostly I'd get a hit) I was just wondering how this all translates to playing the campaign mode which was obviously designed with stock in mind - is LWAMI still suitable for a run through for a new player, or will I get a more enjoyable experience playing the campaign in stock? Now, I have it installed, I'm hoping I can just stick with LWAMI so not to confuse myself. Also, is there a (single player) campaign or a set of single missions available for the latest version of LWAMI which I can download? Have tried Commander's Academy but all I get are blank pages ![]() Cheers for the great mod, and I'm sure I'll be back with some questions about submarine sonar soon! (Can't wait to become deadly with the 688i and Kilo) |
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#2 |
Watch
![]() Join Date: Oct 2012
Posts: 22
Downloads: 36
Uploads: 0
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Lucky boy, I can't even figure out how to get a "Master" contact with my sonars and when it comes to "locking" the contact for my missiles, its lost.
Been looking everywhere for a "noob guide" because the given tutorials don't really help. |
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#3 |
Soundman
![]() Join Date: Mar 2011
Location: London
Posts: 143
Downloads: 31
Uploads: 0
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Hi Harastean,
There's some good stuff on SubGuru.com which really helped me out: Landlubbers Survival Guide for Dangerous Waters, v0.6 (Good all round info for rookies to be used in conjunction with the manual) OneShot's P-3C "Orion" Dangerous Waters OWTOP Version 1.3 (Great info for the MH-60R also, really good for learning how to use sonar bouys effectively) Plus there are lots of resources regarding TMA. The download page is here: http://www.subguru.com/downloads.html Also, it really, really, really helps if you can print out the manual pages and resources you will be using for a specific platform, so you can refer to them in-game without having to alt tab. (Or look at them on a tablet/2nd comp alongside the game.) And... There seems to be a real lack of decent videos re: dangerous waters. But, this chap who goes by the name 'Cobrabase' has made some good ones. They're quite entertaining too... http://www.youtube.com/playlist?list=PL3DCB3ABFBFB20394 Hope this helps! And yeah - I thought the video tutorials that came with the game were pretty useless too, however the manual is good and well written. |
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#4 |
Navy Dude
![]() Join Date: Feb 2011
Location: Texas
Posts: 171
Downloads: 58
Uploads: 2
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One thing I would add. Classify your contacts on the map as surface contacts and it will let you launch missiles at them. They don't even need to be labeled as friendly or hostile, just as surface contacts.
You do that by right clicking on them, select platform type and then surface. |
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#5 |
Watch
![]() Join Date: Feb 2013
Posts: 19
Downloads: 25
Uploads: 0
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I suggest you read "Seawolves Bluebook of Tactics" along with the manual...
and good hunting! |
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#6 |
Soundman
![]() Join Date: Mar 2011
Location: London
Posts: 143
Downloads: 31
Uploads: 0
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#7 | ||
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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#8 |
Soundman
![]() Join Date: Mar 2011
Location: London
Posts: 143
Downloads: 31
Uploads: 0
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Thanks for this, I'll give your campaign a try...
I read the section in the manual and I gather that if I want to play the original campaign I just have to revert to the old database via JGSME, but LWAMI's changes to detection range, the better platform 3D models and ai doctrine changes will remain, which will change the difficulty balance of the missions, but they'll still be playable, is that right? (Sorry, I'm kinda obtuse when it comes to these things!) Cheers! |
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#9 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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The LWAMI mod IS the database and doctrines, so when you remove it, those go away.
It's actually the detection ranges that might burn you in the first campaign mission. Or might not. It's very random, mostly based on where you start relative to your targets. And it's only the first campaign mission where there is an issue.
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