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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sailor man
![]() Join Date: Jul 2004
Location: nordhessen
Posts: 43
Downloads: 45
Uploads: 0
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#2 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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In cold waters the torpedoes have a huge trace...Is this normal for a real MK 48 ADCAP??
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#3 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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Way points for the subs..How do we make them??
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#4 |
Soundman
![]() Join Date: May 2004
Posts: 144
Downloads: 100
Uploads: 0
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No waypoint yet, you drive the boat all along, every sec and every minute. No command whatsoever. Got me into trouble a few times
Hope the devs will include waypoints, commands, as well as a selection of plotting tools and markers in a future update ![]() And can we take clean screenshots without the GUI ? How please? Lost Last edited by Lost At Sea; 06-10-17 at 09:29 AM. Reason: Screenshots question and keyboard malfunction |
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#5 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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F10 hides the interface for screenshots.
Options : Game " Player Sub marker removes the sub icon.
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Visit Killerfish Games for more info and ongoing discussion. |
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#6 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
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I've been interested in this game since I heard of it. Seems very Dangerous Waters like. However, for a sim which is supposed to be tactical command, the manual driving in three dimensions through key commands seems unreasonable unless you have VoiceAttack which seems to be all but mandatory at this point. No waypoint navigation while you have a tactical map seems unreasonable also. Given the price, I would expect a better interface. I'm holding off on my purchase until I see some UI refinements. Seems you put a lot of work into graphics (ships, ice, water, sky, etc. looks fine) and sea warfare has detailed physics but the UI seems more like "just enough" for the devs to test the game while frustrating the player. I remember all the finesse in the attack setup I learned in DW and RSR and looking forward to getting back in the seat once I see some improvement.
-Pv- |
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#7 | |
Bilge Rat
![]() Join Date: Nov 2002
Location: Germany
Posts: 1
Downloads: 1
Uploads: 0
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Navigation could be a little bit more comfortable. Even shortcuts for scope depth etc. would be nice.
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If we are mark\'d to die, we are enow To do our country loss; and if to live, The fewer men, the greater share of honour. |
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#8 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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I read the manual and could not find how to load and launch noisemakers..Any hints??
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#9 |
Planesman
![]() Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
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They come preloaded. Press SHIFT+D to drop one.
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My Mod Soup and System Specs. "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." Benjamin Franklin, Historical Review of Pennsylvania, 1759 AB1TA |
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#10 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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I always do things the hard way...I got into a fight with a Russian sub and when he fired a torp at me I went to the sub view and started punching buttons...Cost me 2 subs but I found shift d...
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#11 |
Planesman
![]() Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
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No jammers.
Noise makers [MOSS, Mobile Submarine Simulator] are loaded in the the torpedo tubes, and fired like a torpedo, but are unguided. Check out Jive Turkey's YouTube page. He has some good tutorials. Make sure you load then while in port!!
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My Mod Soup and System Specs. "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." Benjamin Franklin, Historical Review of Pennsylvania, 1759 AB1TA |
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#12 | |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
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I know automated steering is a popular request, but IMO people should try to acclimatize themselves on the game as it is meant to be played rather than (it seems) insisting on DW-style play as the "gold-standard". Because remember, TMA is completely automated, as is detection. If you automate steering as well, then CW turns de facto into DWlite with better graphics and you might as well go play DW - I mean, I understand it's on Steam now if you lost your disc. The extra effort it takes to maneuver your boat actually causes you to maneuver it more cautiously than in DW, simply because otherwise it'll be hard to control. Have you ever forced your DW boat into a hard right turn and even added speed just to speed up the turn and then at the last minute told your helmsman the course you want to steer and let him "fix" your reckless shiphandling? Have you deliberately set a massive depth just to trick the algorithm into giving you more dive angle and then (again) told the planesman your real desired depth at the last minute and make him fix it for you? Or got forbid, did a short emergency blow using the MBT to increase the climb rate, then vented the tanks (they vent almost immediately in DW) and again told the planesman to clean up your mess and settle you at perfect periscope depth? One thing no game can ever do no matter it's realism is getting you to not realize that ultimately you are in your bedroom and not a real sub. Because of this, you will take chances you will never take with the real boat - unless the game doesn't let you get away with that. And I see manual control as CW's way of making sure you will actually steer it like a real sub because you will have to clean up the mess of your reckless maneuvers, not the automated control. |
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#13 |
Bilge Rat
![]() Join Date: Oct 2017
Posts: 1
Downloads: 3
Uploads: 0
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excellent!
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#14 |
Swabbie
![]() Join Date: Nov 2021
Posts: 12
Downloads: 8
Uploads: 0
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One thing I've tried against enemy boats is closing to "snap fire" a decoy and a Mark 48 diverging away from each other between 15 to 20 degrees then dropping 200 feet if possible. I've fared pretty good with the enemy going after the decoy while I bring the torpedo in for a close activation homing strike. I then spiral dive 400 feet, pop off a sound decoy and 180 out away from the combat action into silent running.
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#15 | |
Swabbie
![]() Join Date: Jan 2014
Posts: 7
Downloads: 23
Uploads: 0
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