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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How extreme do you want the torpedo mods to be? (please see the message body for explanation of term | |||
As is: general bug fixing and AI enhancement. |
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6 | 12.77% |
Above with: Advanced Wire Control and Sensor Modelling |
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5 | 10.64% |
Above with: Wire Lengths Limited to 10-13nm from launchpoint (reported as realistic) |
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7 | 14.89% |
Above with: Advanced Torpedo Physics |
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29 | 61.70% |
Voters: 47. You may not vote on this poll |
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#226 | |||
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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![]() I can't tell you how disappointing it is to be the ONLY group of people (aside from the mission designers) doing anything on this piece of software, including the developers. It's starting to not be very much fun, when old-timers in the community can't even take the time to learn DWedit as a reference tool, and many have simply left the community, it makes me wonder why I'm doing this. In CM there is a tool called PBEMHelper. In short it completely overrides the anti-cheat functions of the Play-by-Email mode. A player using PBEMHelper Fast and Trust could rerun every single results file after watching it if he wanted to before sending one to his opponent. Yet, still many many CM players use this mode with PBEMHelper to play games faster and in a more enjoyable way because they trust their opponents. And you are saying that we should't do this mod because you can shutdown torpedoes? That's so weak I can't even explain it. If that's the state of the community here, then I should stop now. Please tell me I can do that. ![]()
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#227 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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Hey man chill, I never said anything about whether or not the work should continue. I'm just reporting the fact that this is a bigger problem than we originally thought. Of particular concern is that it could be used to "cheat" accidentally because of the notification problem. Whether or not that's a problem big enough to keep me from using it in the end will depend on the other "plusses" the advanced mod offers.
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#228 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
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When you have it circle search and you lose the wire, then no direction is obviously favored. There are also ways in which you could shoot a pattern of torpedoes so that an area is covered by circle searching torpedoes which could complicate evasion. I'd have to work out the geometry, but it might be a good tactic for longer ranged shots against slower targets, shots against groups of warships, or against targets against which you have a questionable firing solution. That's probably a lot more thought than most people playing want to invest in shooting torpedoes, but it is a way to make use of it. Heh... back when I used to play Red Storm Rising ALL you had was circle search. Snake search is for people who can't get an accurate firing solution. ![]() |
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#229 | |
Ocean Warrior
![]() Join Date: May 2005
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![]() This particular issue and the arguments around it seem to have touched a sensitive spot for me that I relate to some other "larger" things that are kind of a downer for me right now when it comes to DW. On the one hand, I hear that many cheaters are coming into the community... on the other hand it's dissappointing to me that many old timers don't seem to be around anymore, having grown impatient for various fixes, changes, etc. or just moved on, after years of SubCommand, and more or less, having to start over with DW. I understand all this... I also understand that DW is going to be the only game of its kind for at least the next two or three years, probably longer. In fact, we are probably looking at something like Harpoon here, if only because I'm not sure this game will ever get made again. So my timeframe on making changes is looking at this... I'm trying to picture what the diehards still playing the game in a year and a half will want, and that's what I'm modding for. The potential for this game is so great, and now that we are really on the cusp of making changes that will fundamentally change tactics in a way not seen in the 688i/SC/SCX/DW family, and that are also the product of a lot of work and judgement, it's concerning to see second-thoughts about something that was disclosed before the hard work started, and that everyone decided could be worked around on the user-end. Just to put things in perspective, this would be exactly the second thing we are asking for a pass from the user on and a little help in realizing appropriately in game (the first being mentioned in the readme, and so I don't have to repeat here). I think given the scope of the various changes and what we are working with, that's pretty reasonable. I just want to see us all become better at whatever it is we are doing here.
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#230 |
Silent Hunter
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Location: Along the Watchtower
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Sorry about giving it a "pass," but that "pass" was only implicit (by shutting up for a few days) and is only worth as much as went into it--that is to say, I had to form an opinion without having tested it. Now, having actually tested it, I found out that the problem was bigger than it seemed when you shut me up about it a week (or whatever) ago, so I said so...
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#231 | |
Ocean Warrior
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The actual fact of it being there is exactly as it was described. My basic point is that other communities have done a lot more, and I'm not sure what the hold up is at this juncture here. :hmm:
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#232 | ||
Silent Hunter
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Location: Along the Watchtower
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#233 | |||
Ocean Warrior
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I still don't think this is a convincing argument against doing this modification.
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#234 | ||
Commodore
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Location: Right behind you!
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#235 | ||||
Silent Hunter
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Location: Along the Watchtower
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#236 | |
Ace of the Deep
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I can see LW can't override the Shutdown command, but I wonder whether it'd be possible to impose some kind of punishment via doctrine - link something extra to the shutdown button if the wire's cut - say he reveals his position to all (suspension of disbelief: he uses acoustic signals to direct the torp to shut down, but the datalink is audible to all). |
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#237 | |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
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I suppose non eletric have a closed circuit, using gas pressure to run the propellent, and the external pressure will slowly, with depth, increase the water resistance ? huh ? But in that case, water resistance should have also effect on electricals ... so it shouldn't be like this. some info about will be very much appreciate Rip ![]() thx |
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#238 | ||
Ocean Warrior
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The non-electric torpedoes run on the difference in pressure between the propellant and the outside world. Electric torpedoes run on a battery powered motor. As both torpedoes go deeper, their props become more efficient (to compensate for the increased density of the water they are moving through), however, the fuel/engine for non-electric torpedoes becomes less efficient in producing torque, and thus they slow down whereas the electric torpedoes maintain their speed. Amizaur sent me an email on this, that I can shape up a bit and repost if there is further interest, I probably should have done it sooner.
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#239 | |||||
Ocean Warrior
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#240 |
Watch
![]() Join Date: Mar 2002
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Hi Luftwolf,
I can't speak for all old timers, just for myself. I stopped looking at DW well over a year ago. There were a number of reasons, but they were all related to the fact that SA produced a buggy game and had no intention of fixing it. The bug that made me throw in the towel was the in the active sonar. The power output was a factor of 10 to large and could not be compensated for in the db. Now these oversites are not unusual, but what was unacceptable was the length of time it took to fix it and finally distribute the patch. By the time it came along, I was already back to playing SC. Since my only interest in DW was in the sub portion of the game, there really was nothing to keep me from going back to SC. The physics engine had very serious problems. And that was the only "improvement" over SC that interested me. I certainly am not claiming that SC is not without its share of bugs. It's just that most of those bugs could be compensated for via db and/or doctrine changes. The same cannot be said for DW. In fact DW's are more fundamental and consequently more noticable. I do not attribute the relative poor quality of DW to the programmers. From my experience with them during the 1st beta testing phase, I can say that they are first rate. It was the management of this game that failed. Their priorities of what to fix were often strange and at times incomprehensible. Much of the time, our requests for certain fixes seemed to be completely ignored. I would guess that you have had similar experiences. From what I read here from time to time, it appears that you and Amizaur have done an excellent job in improving DW. You are to be congratulated for all your hard work. You two have probably kept DW alive for much longer than it deserved. It's a pity your talents weren't around when SCX and SCU were developed. Had they been, I would have wasted far less time working on DW. Come to think of it, it's not too late for you two to jump ship and bring your ideas to SC. cheers, jsteed |
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