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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Jul 2010
Location: Plymouth UK
Posts: 38
Downloads: 1
Uploads: 0
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Thanks gentlemen, I'm a veteran wargamer aged 60+ and have played just about every computer wargame over the past 35 years (naval/land/air) and am a military forum moderator, multiple ladder champion, game developer/playtester and tutorial writer and have got my sh*t wired tight, so when I say my Perry isn't auto-firing its SAMs and 76mm gun, you can take it to the bank..
![]() Here's a screenshot I took 15 minutes ago of my Perry under attack by Sirens; I've got every 'Autocrew' button ticked, I switched my radars on and I set my CIWS to auto, and I turned broadside on to the incoming missiles to put them in my CIWS and 76mm guns firing arc, but as you can see, only the Gatling is firing. The 76mm and SAM's are NOT auto-firing on their own initiative, grrrr.. ![]() i'm not saying it's a bug, as maybe that's how the game was designed, so that players could have fun clicking to assign targets themselves and turning the ship etc. I found it fun at first, but am not really a clickfest fan, for example to tackle 4 incoming Sirens you have to make 4 separate clicks for each (Select target/right-click/ Engage with/Select weapon), that's a total of 16 frantic clicks while they're coming in at 500 mph, it's not fun.. ![]() In real life the Captain can safely leave the ship in the hands of his crew to auto-defend it with CIWS/gun/SAMs while he goes to his cabin for a snooze. The screenshot above is from a small mission I made in the editor, do you think I did something wrong in the creation process? We can settle it once and for all if you can point me to an official mission in the game where the Perry DOES autofire it's stuff, that way you'll have proved me wrong and I'll know the fault is all mine and will go sit on the naughty step red-faced, sulking and pouting.. ![]() Last edited by PoorOldSpike; 08-19-17 at 07:35 PM. |
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#2 |
Ace of the Deep
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At first, I thought that you were reporting a CIWS problem. Obviously, the CIWS fires.
I wonder if the game autocrew is only able to handle one weapon at a time? Are there any platform editor specialists who could try to remove the CIWS and SAM to see if the 76mm gun will fire in defence?
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#3 | |
Seaman
![]() Join Date: Jul 2010
Location: Plymouth UK
Posts: 38
Downloads: 1
Uploads: 0
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![]() Quote:
![]() Look at my screenshot again, I can't understand why my Perry isn't auto-firing its 76mm gun and SAM's at the incoming Sirens on its own initiative. It's firing its CIWS cannon just fine because I ticked its 'Auto' box, but there are no similar boxes to tick to make the 76mm and SAMs auto-fire too, unless I'm missing something? If any of you guys can post a screenshot of your Perry auto-firing its CIWS, 76mm and SAM's I'd appreciate it, because then you'd prove me wrong and I'd know that the fault was mine. Until then I'm assuming there's no way in the game to make the Perry auto-fire its 76mm and SAMs. |
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#4 |
Sparky
![]() Join Date: Jul 2017
Posts: 158
Downloads: 13
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I don't believe there is a bug, I believe you are seeing what happens to me on my MH-60R sometimes.
I made a MP game, sub (player) vs FFG, helo (player) needs to stop sub from killing FFG. My friend played with me not too long ago on the sub. He surfaced about 2.5 miles from me and shot me with the SAM launcher (yea I know lol a sub with a SAM launcher..Never ever happened in the US Navy) Anyway, my AC was on to shoot flares/evade..And yet they never shot 1 single flare. Granted, by game design, AC takes evasive actions when missile locked, so "obviously" the SAM had to be locked to shoot me. So why did the crew never shoot any flares? Same odd issue as you are seeing. Also, I played my same MP game as the sub, got close enough to Helo and shot SAMs,, actually shot all the SAMs.... I watched the Helo shoot flare after flare.................... So, no one can explain this either and I'd guess it has something to do with the coding the game runs on and some sort of calculation that decides what happens and when or if. |
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#5 |
Seaman
![]() Join Date: Jul 2010
Location: Plymouth UK
Posts: 38
Downloads: 1
Uploads: 0
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Right, it's just the way DW is programmed, to give Perry players the fun of manually controlling most things themselves.
If they like doing that, fine, but doing frantic clickfests to defend myself in the heat of combat is no fun for me personally, so regretfully DW is not my cup of tea and I don't see what else I can say on the matter, so we might as well let this thread scroll off into cyberspace.. ![]() |
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#6 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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DW does not takes critical decisions like destroying other platforms (air/surf/sub) - exactly the same like "autocrew" on sub does not launch torpedoes to enemy "icon" on map.
I know this is intentional designed because these decisions involve human responsibility. When only you can assign attribute "hostile/neutral/friendly" for detected contact - it is logical. Missiles homming to your ship are always dangerous - no matter who launched them. This is reason why CIWS can shoot them down automaticaly. |
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#7 |
Lieutenant
![]() Join Date: Mar 2006
Location: SD
Posts: 266
Downloads: 652
Uploads: 0
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Logical and mirroring reality.
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#8 | |
Ace of the Deep
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![]() Quote:
If you are defending yourself, it is only logical to bring all weapons to bear. Even if the chance of success is small, it is better than nothing at all. IMO, it is inconsistent for this self-defence logic to be limited solely to the CIWS.
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Guidelines for ScenShare scenarios: 1) Enjoy creating it 2) Enjoy playing it 3) Enjoy sharing it 4) Enjoy helping others create them The PlayersDB - The Harpoon Community's #1 Choice. Harpoon3 Frequently Asked Questions |
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#9 |
Lieutenant
![]() Join Date: Mar 2006
Location: SD
Posts: 266
Downloads: 652
Uploads: 0
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The 76 mm only engage surface vessels. As it is too slow to engage planes as per the Perry configuration armament of the game. Those ships were created in the 70's and went through several modifications. The version of the 76 mm represented in the game does not shoot flying objects.
Besides, that canon where it is placed can only shoot at targets starboard side and port side. It does not shoot aft and fore. What is the viability to turn a ship broadside to an incoming plane or missile, to only gain the use of the 76 mm which in some configuration, is too slow to shoot successfully a fast target?...That is logical too!...In those instance keeping a smaller profile to the incoming threat is also good tactics when the remaining weaponry is focusing on the incoming threat. Last edited by biosthetique; 08-21-17 at 08:09 PM. |
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