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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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Well, there's nothing helpful in this thread.
Other than "ffg radar suxors." Thanks, that's really helpful. NOT If you are going to talk about sensor performance you HAVE to give specific details about what you were trying to pick up and in what circumstances. 75% of the time, the player is simply ignorant, 15% of the time the player has found some kind of boarderline case in which there are arguments both ways, and in 10% of the time, the player finds a legitament problem. In general, I find the FFG radar adequate. Unless of course you are facing a seaskimming supersonic missile... in which case, they are designed to defeat you and if you don't have an AEGIS vessel around, you've got some big problems. ![]() After doing this for 10 months, I wish this forum had a "useless whining without any helpful details whatsoever" filter, and I wouldn't have read this thread. ![]() Anyone who wants to provide some details to backup their comments, is more than welcome. Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-21-06 at 03:55 AM. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
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madcap, my suggestion to you is to use the mission editor to setup a test scenario with various contacts at various ranges and see what you find using the FFG radar.
Cheers, David PS When I was learning the game, I played about half the time switching back and forth between Show Truth and Hide Truth... I really don't know how people learn the game without spending some time directly relating sensor performance with events in game reality.
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LW ![]() ![]() |
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#3 |
Ocean Warrior
![]() Join Date: May 2005
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madcap, after further review... I think your MP game probably had a case of "missile lag," if I can piece the situation together from what you've said.
If there is a lot going on, and someone fires a few missiles with a connection not so great, sometimes you can die and have much warning. That kinds of sucks, but you can limit this by playing scenarios that are suited for the connection and number of players. Cheers, David
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LW ![]() ![]() |
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#4 |
Stowaway
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Does anyone know if I can get the FFG to drift in a turn using those little motors? You know...like in Fast and the Furious: Tokyo Drift? Been trying it for hours now
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#5 |
Ocean Warrior
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LOL no... :rotfl:
That get's my "Most Creative Thing to Test" Award. ![]() Just for the record, those motors are really tiny... and would probably be heavily damaged if streamed like that in turn on a real FFG. Cheers, David
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LW ![]() ![]() |
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#6 |
Sonar Guy
![]() Join Date: Jun 2005
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Luftwolf,
Continue your OUTSTANDING work!! We are really greatful to you. I am an related a lot in the Above Water thing in my Navy, and I think the radar limits of the game are correct. The SPS-55 and the SPS-49 are not the greatest radar as well in Real life so... But I detected couple of sea skimmer at 16-20 (subsonic) I am pretty sure like in real life. I will do some more testing as well. The only thing that would help is that the supersonic (most of them0 are high divers. i know you are adressing it in your new Mod in some way. Thanks Thanks and thanks again Luftwolf! Mau |
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#7 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
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I have to admit that I've had strange experiences with the FFG radar as well. Once during SubGuru's RSR mission, the radar was refusing the pick up a plane a 5000 ft @ 16nm.... though I detected his wingmen easily. For some reason, even though my allied ships had him on their radar and put him on the link, I myself was not able to detect that one particular plane though all the others were showing up loud and clear.
There maybe some bugs at work here no doubt.
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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