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Old 06-29-06, 07:29 PM   #1
LuftWolf
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Expanding on this... I can infer this from the features provided in the database and doctrines but not implimented in the commerical version in any particular instance.

When DW is used in the government versions, I would suspect, the doctrines, database, and mission files all come in a single package, with individual missions being paired to doctrine sets and database files.

If a team of scripters and testers spent about a week or so on a single mission package, using data fit into the sim from classified sources and real world experience, they could have a simulator experience that came damn close to modelling the necessary functions in specific tactical situations with real values in play.

This of course is using the government-only DW NSE and interface.

The way we use DW, as a universal database and doctrine set for various missions, is one reason why we are limited in our sim experience, although not really enough for anyone to consider themselves deprived of a lot of minutae and waiting around.

Cheers,
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Old 06-29-06, 08:22 PM   #2
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Quote:
Originally Posted by LuftWolf
The way we use DW, as a universal database and doctrine set for various missions, is one reason why we are limited in our sim experience, although not really enough for anyone to consider themselves deprived of a lot of minutae and waiting around.
You're not really as limited in DW as you sometimes say you are. There is an awful lot to be learned by playing around in DW, modded database and doctrines or not. It's a good sim. Sometimes I think people tend to worry too much about the particulars of system X or system Y.

You're in the COs chair, HELLO! People should worry about the things a CO worries about! A CO is the commanding officer, he or she COMMANDS. DW is great for that. It's about tactical decision making, not noodling around with knobs, switches and buttons. All that is just a means to an end.

But... computer gamers are techies, not officers. That's not their first instinct. They like their knobs, switches and buttons. That's what they're used to worrying about so they tend to focus on that. And besides in all fairness, COs of warships are techies on some level too. It's no accident that the even the English majors at the Naval Academy end up taking a curriculum heavy on science, engineering and math courses. You can't be fascinated by warships and not be a technophile.

Personally, I think DW strikes a great balance between the two extremes to make a fun tactical simulation. What's wrong with that?

Last edited by SeaQueen; 06-29-06 at 08:25 PM.
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Old 06-29-06, 08:31 PM   #3
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Well, like I said, that's one interpretation, but I have a different understanding of where the line should be drawn, afterall, that understanding is the whole basis for what I do with the software.
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Old 06-29-06, 08:35 PM   #4
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Also, the crowd that I'm modding for tends to be bored with simple things and desires escalating levels of challenge.

When the bulk of the opinion is that I've added too many features, I'll take that as a compliment and consider myself finished.

Basically, I'm modding for the Molon Labes of the world.

Cheers,
David
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Old 06-30-06, 05:43 PM   #5
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Quote:
Originally Posted by LuftWolf
Also, the crowd that I'm modding for tends to be bored with simple things and desires escalating levels of challenge.
I mean simple not in the sense of something being easy to accomplish, but in the sense that something is conceptually clear.

Quote:
When the bulk of the opinion is that I've added too many features, I'll take that as a compliment and consider myself finished.
It shouldn't be about more or less features it ought to be about what's correct. Did you get to the essense of the subject? I don't care if there's a million features and half of them are wrong, oversimplified, or else just plain ill informed. That's how you turn a simulation into a mere game.
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Old 07-01-06, 02:50 AM   #6
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I agree... but I've completely lost the thread of what this has to do with DW...

So, what you are advocating is keeping the game at the "fire from menus" level, where the player gets no reward for considering shots and can guide as many torpedoes as one has torpedo tubes from 25nm away?

It sounds like your ideal mod, would fix nothing.

Cheers,
David
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Last edited by LuftWolf; 07-01-06 at 02:54 AM.
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Old 07-01-06, 03:03 AM   #7
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SQ, you should remember that before we started doing this work, I ran a poll, and the results of that poll expressed an overwhelming opinion http://www.subsim.com/radioroom/showthread.php?t=92860 ... that we should do as much to improve the torpedoes as we possibly could.

And that's what we are doing.
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Old 07-01-06, 03:57 AM   #8
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Quote:
Originally Posted by SeaQueen

You're not really as limited in DW as you sometimes say you are. There is an awful lot to be learned by playing around in DW, modded database and doctrines or not. It's a good sim. Sometimes I think people tend to worry too much about the particulars of system X or system Y.

You're in the COs chair, HELLO! People should worry about the things a CO worries about! A CO is the commanding officer, he or she COMMANDS. DW is great for that. It's about tactical decision making, not noodling around with knobs, switches and buttons. All that is just a means to an end.

But... computer gamers are techies, not officers. That's not their first instinct. They like their knobs, switches and buttons. That's what they're used to worrying about so they tend to focus on that. And besides in all fairness, COs of warships are techies on some level too. It's no accident that the even the English majors at the Naval Academy end up taking a curriculum heavy on science, engineering and math courses. You can't be fascinated by warships and not be a technophile.

Personally, I think DW strikes a great balance between the two extremes to make a fun tactical simulation. What's wrong with that?
I like to play the role of the commander, not of the technician in DW. Before DW was released someone posted a pool regarding the option "multistation".

The question was: what would you like to control in a multimanned sub? If I remember well most votes went to

a) Fire Control Operator
b) Commander

Stuff like TMA operator or Sonar operator received less votes.

My personal preferred position would be commander

In that position I would like to receive as much info as I can get (yes inclusive the damn contact's depth, but forget about it ). Other things I would like are messages or features like:

a) the contact has flooded the torpedo tubes
b) the contact is opening the torpedo tubes
c) missile launch at bearing ###
d) contact is changing depth.
e) ...

A lot of info can be gained mastering the manual TMA (I once was able).

IMHO all those little things would help making tactical decisions and would increase the thrill.

Possibly they would increase what I believe to be the right way to play DW, at his full capabilities: MULTISTATIONS.

If you deliver the sonarman with features like the above you would like to have someone doing exclusively waterfall analysis.

Increasing the complexity of the fire control might result increasing the will to go multistation also.

A good person in the TMA station is an incredible source of info also.

About "the lot of things to learn in DW" what do you address? If it's tactics, then you need a human opponent anyway.
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Old 07-01-06, 12:36 PM   #9
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Quote:
Originally Posted by Nexus7
The question was: what would you like to control in a multimanned sub? If I remember well most votes went to

a) Fire Control Operator
b) Commander

Stuff like TMA operator or Sonar operator received less votes.

My personal preferred position would be commander
For multistation, I think it often makes more sense to give people a couple stations rather than one person to one station. Weps and TMA or sonar and TMA should go to one person. No station in DW is so detailed and complex that it requires the attention of a single individual full time. Those stations are so interelated that it makes sense in my mind to have one person doing all of them, particularly if the person is fairly competant.

Personally, I prefer giving sonar and TMA to one person because the person with sonar can often get a feel for bearing rates, whether the towed array is stable or not, and other things like that. If you do TMA like I do TMA, then that's ideal. I someone doesn't do TMA like I do, though, I'd rather do it myself.

Periscope, helm control and EW go to the "CO" Really, though, I think subs are probably at their most efficient with two or three people running them, provided everyone REALLY knows what they're doing.

I agree, though, it would be a lot of fun to sit down and really build a working TEAM for this game in multistation. I'd probably end up getting frustrated, though. I'm a freak here, I guess, in the sense that I see depth in things that a lot of people take for granted, and don't obsess over the things a lot of people seem to think are important.

Quote:
a) the contact has flooded the torpedo tubes
b) the contact is opening the torpedo tubes
c) missile launch at bearing ###
d) contact is changing depth.
e) ...
All of that is information revealed by transients. That goes back to what sonar was saying earlier. I also wish that the TIW call went away. If you can't recognize a torpedo on your sonar screen, then you're SOL in my opinion.

Quote:
A lot of info can be gained mastering the manual TMA (I once was able).

IMHO all those little things would help making tactical decisions and would increase the thrill.
Absolutely. It'd change the game in a lot of ways.

Quote:
About "the lot of things to learn in DW" what do you address? If it's tactics, then you need a human opponent anyway.
I don't think that's necessarily the case at all. I suspect this is another case of people's experiences being driven by the distance scale, though.
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Old 07-01-06, 03:58 PM   #10
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I prefer to have a single person on TMA, me as CO deciding about maneuvers, a person on the sonar (given the missile launch transients and the muzzle door transients are given... you miss it, you'll know to late), the fire control to a person... while i maneuver i want to order "launch countermeasures" at the exact moment, and also "prepare to engage sierra##" while I have to care about topo and tactic.

The perfect game is when you manage to have players that can follow orders, that means execute the order without to think twice.

This way I won a quite populate multistation game thank to the firecontrol operator being always ready to perform any order. Quite an experience
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