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Old 10-24-13, 07:07 AM   #1
Julhelm
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I am aware that there are repeaters for ownship depth/course/speed in all the main stations - my issue is the lack of seeing what you are actually ordering the crew to steer from any station but the helm or WLR. It makes using the arrow keys for input kind of useless.

Agree on the AI. Now imagine a game that combines the realism of Fast Attack with the AI and campaign of Red Storm Rising. Now that'd be fun.
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Old 10-24-13, 05:29 PM   #2
Sam.I.Am
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Quote:
Originally Posted by Julhelm View Post
I am aware that there are repeaters for ownship depth/course/speed in all the main stations - my issue is the lack of seeing what you are actually ordering the crew to steer from any station but the helm or WLR. It makes using the arrow keys for input kind of useless.

Agree on the AI. Now imagine a game that combines the realism of Fast Attack with the AI and campaign of Red Storm Rising. Now that'd be fun.
I would have to say that the most realistic option is that the helm orders should only be given from the conn and that the arrow keys are a compromise to facilitate the nature of playing in a simulation vs the real world. I rarely use the arrow keys unless I'm mine hunting in which case I'm only turning a few degrees at a time which is simple to do because I don't hold down the keys but tap them instead. The only other time I'll use them is when I'm in the passive sonar screen and sitting right above or below the layer and I'm looking for a target so I'll go through it (up or down as needed) a few feet (again by tapping them).

If you need to go through a larger course, speed or depth change then the helm is the place to do it (or at the WLR 9 if there are torpedoes in the water). On a real boat there is a WLR 9 repeater on the conn which allows the OOD to make course changes so having the helm commands there make sense because he can call out new helm orders from there anyway.

You can't ask for realism and then complain that it's too realistic IMO.

But yeah, they did drop the ball on the AI and if they had included a mission editor someone would have made up a RSR command\mission set a long time ago, but that was long before software developers realized the value of custom mods in extending the lifespan of games (and that it can sell a lot more of them) so no SDK for us my friend.
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Old 10-24-13, 07:36 PM   #3
CapitanPiluso
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Nice video about a very good game.
Thanks
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Old 10-25-13, 02:35 AM   #4
Julhelm
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I honestly preferred the helm system from Red Storm Rising where you hit F9 or F10 and simply input your desired course or depth. Much faster than clicking things.
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Old 10-25-13, 02:52 PM   #5
Sam.I.Am
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Quote:
Originally Posted by Julhelm View Post
I honestly preferred the helm system from Red Storm Rising where you hit F9 or F10 and simply input your desired course or depth. Much faster than clicking things.
I agree that it was convenient but you really needed that keyboard template to remember all of the keys, lose that and you were screwed. The GUI type interface in fast attack skips all of that.
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Old 10-26-13, 10:22 PM   #6
TheHistoricalGamer
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Episode 2 is up

Thanks guys.

I wasn't sure about the Tomahawk via torpedo tubes thanks for the info.

I'll definitely go into more depth about certain features of the game and maybe jump out of the campaign in-between battle sets if only to increase the difficulty as I progress. I wanted a base of a view videos showing basically how certain scenarios play out and then diving into more depth of how to become more of an expert in various usage, IE harpoons vs torpedoes, etc... As a result the first 3-4 videos will be very high level overview with focus coming in the later videos.

Thanks for the feedback!
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Old 11-01-13, 02:18 AM   #7
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Episode 3 is up
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