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Old 06-07-17, 04:07 PM   #1
Deepmoc
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Quote:
In RSR, I remember creating "knuckles" in the water. I will have to search for that.
I have created a such knuckle .. at 25 knots in 900feet.. at a sharp turn in a torp defence maneuver..
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Old 06-07-17, 07:34 PM   #2
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Default torpedo wake

In cold waters the torpedoes have a huge trace...Is this normal for a real MK 48 ADCAP??? If not can it be improved??
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Old 06-09-17, 11:30 PM   #3
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Way points for the subs..How do we make them??
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Old 06-10-17, 09:26 AM   #4
Lost At Sea
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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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Old 06-10-17, 09:42 AM   #5
Killerfish Games
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F10 hides the interface for screenshots.
Options : Game " Player Sub marker removes the sub icon.
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Old 06-12-17, 12:46 AM   #6
-Pv-
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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.
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Old 06-14-17, 05:48 AM   #7
SpiderWire
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Quote:
Originally Posted by Lost At Sea View Post
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
Second that.

Navigation could be a little bit more comfortable. Even shortcuts for scope depth etc. would be nice.
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Old 06-15-17, 08:24 PM   #8
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I read the manual and could not find how to load and launch noisemakers..Any hints??
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Old 06-15-17, 09:12 PM   #9
blkdimnd
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Quote:
Originally Posted by Berserker View Post
I read the manual and could not find how to load and launch noisemakers..Any hints??
They come preloaded. Press SHIFT+D to drop one.
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Old 06-15-17, 11:25 PM   #10
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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... And now that decoys have been found where are the jammers/noise makers shallow and deep??
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Old 06-16-17, 12:14 AM   #11
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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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Old 06-16-17, 12:39 AM   #12
Kazuaki Shimazaki II
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Quote:
Originally Posted by -Pv- View Post
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-
I started off with the same feeling, however, as I got the hang of the controls I actually appreciate the way it is done now.

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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Old 10-17-17, 11:08 AM   #13
mem_
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excellent!
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Old 11-18-21, 07:11 PM   #14
dannavy85
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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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Old 12-20-21, 07:58 PM   #15
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Quote:
Originally Posted by dannavy85 View Post
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.
How close do you get before launching the decoy and the torp? And, forgive my newbie knowledge of modern sub warfare, is launching a decoy along with the torpedo standard practice?
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