SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-27-07, 03:46 PM   #331
TLAM Strike
Navy Seal
 
Join Date: Apr 2002
Location: Rochester, New York
Posts: 8,633
Downloads: 29
Uploads: 6


Default

Quote:
Originally Posted by SeaQueen
How come Indian Kilos aren't playable? It seems like a no-brainer.
And India has an Akula now too. In missions I've just used the Russian ones.
__________________


TLAM Strike is offline   Reply With Quote
Old 10-27-07, 04:40 PM   #332
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by TLAM Strike
And India has an Akula now too. In missions I've just used the Russian ones.
That's what I do too, but I'm left thinking, "Damnit... when I play an Indian Kilo I want my crew to sound like they work in a Quickie Mart, not a take-out place!"

Thank you, please come again.
SeaQueen is offline   Reply With Quote
Old 10-27-07, 04:46 PM   #333
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Oooo deary deary,

New contact on bearing 030 sir,

I think he had a bad curry last night, maybe a vindaloo, there is an awful large amount of flushing...

BTW do we get poppadums tonight?
__________________
XabbaRus is offline   Reply With Quote
Old 10-27-07, 11:54 PM   #334
Sonoboy
Planesman
 
Join Date: Aug 2005
Location: United States, CA
Posts: 195
Downloads: 9
Uploads: 0
Default

I would like the ability to zoom in on high frequency tonals in narrowband.
Sonoboy is offline   Reply With Quote
Old 10-29-07, 01:22 PM   #335
TLAM Strike
Navy Seal
 
Join Date: Apr 2002
Location: Rochester, New York
Posts: 8,633
Downloads: 29
Uploads: 6


Default

Quote:
Originally Posted by SeaQueen
Quote:
Originally Posted by TLAM Strike
And India has an Akula now too. In missions I've just used the Russian ones.
That's what I do too, but I'm left thinking, "Damnit... when I play an Indian Kilo I want my crew to sound like they work in a Quickie Mart, not a take-out place!"

Thank you, please come again.
I think of it as having Russian "Advisors" in my crew.

If we really wanted to we could find some Indians and get them to record the dialog from DW and have a program that will swap the Russian voices and sub picture for Indian ones. Only problem is the weapon loadout and performance would still be the Russian one.

BTW I work in a take out place and no one there sounds like the Russian crew in DW dispite the fact one guy is named Sergei. :p
__________________


TLAM Strike is offline   Reply With Quote
Old 10-29-07, 08:21 PM   #336
To be
Electrician's Mate
 
Join Date: Feb 2007
Posts: 140
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by Dr.Sid
Quote:
Originally Posted by Tassaddar
The performance of both ship and airborne AA guns needs to be seriously improved. It seems that regardless of the rate of fire indicated on the database, they fire only a shot or two, wait to check if they hit the target, then fire another, wait and so on, kind of saying "somebody gotta pay that ammo and it ain't cheap anymore so don't waste it"...

Sonalyst corrected this in the last patch of SC by allowing these platforms to fire their guns regardless of targeting constraits or something like that, so we know it is fixable. That would be a nice addition to a future patch...
I guess LWAMI fix this but I'm not really sure.
Oh the next verson of LWAMI should fix this. I told LW how to fix it and its a simple fix. The new guns will be nasty!
Sorry to bring up an old comment, but whatever happened to this? They don't seem fixed, and if there really is a simple way to get above the ROF limit, I would like to know. You don't mean the changing of the bullet to shell, do you?
To be is offline   Reply With Quote
Old 10-30-07, 03:27 AM   #337
Kapitan_Phillips
Silent Hunter
 
Kapitan_Phillips's Avatar
 
Join Date: Jul 2005
Location: Swansea
Posts: 3,903
Downloads: 204
Uploads: 0
Default

I want spoken mission briefings back. Its not brilliant to have to read all that background story then proceed to a mission where you'll be waiting for a contact :p
__________________
Well, here's another nice mess you've gotten me into.
Kapitan_Phillips is offline   Reply With Quote
Old 10-30-07, 11:54 AM   #338
TLAM Strike
Navy Seal
 
Join Date: Apr 2002
Location: Rochester, New York
Posts: 8,633
Downloads: 29
Uploads: 6


Default

Quote:
Originally Posted by To be
Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by Dr.Sid
Quote:
Originally Posted by Tassaddar
The performance of both ship and airborne AA guns needs to be seriously improved. It seems that regardless of the rate of fire indicated on the database, they fire only a shot or two, wait to check if they hit the target, then fire another, wait and so on, kind of saying "somebody gotta pay that ammo and it ain't cheap anymore so don't waste it"...

Sonalyst corrected this in the last patch of SC by allowing these platforms to fire their guns regardless of targeting constraits or something like that, so we know it is fixable. That would be a nice addition to a future patch...
I guess LWAMI fix this but I'm not really sure.
Oh the next verson of LWAMI should fix this. I told LW how to fix it and its a simple fix. The new guns will be nasty!
Sorry to bring up an old comment, but whatever happened to this? They don't seem fixed, and if there really is a simple way to get above the ROF limit, I would like to know. You don't mean the changing of the bullet to shell, do you?
Go in to the DB and change the max round guideable to the same number as the rate of fire. If you still don't get the correct effect increase the rate of fire to something around 1,000.

I'll try and make sure this is included in the next verson.
__________________


TLAM Strike is offline   Reply With Quote
Old 02-24-09, 06:24 PM   #339
Kaye T. Bai
Samurai Navy
 
Join Date: Feb 2009
Location: Western Hemisphere, Earth, Milky Way Galaxy, Local Group, Virgo Supercluster
Posts: 585
Downloads: 22
Uploads: 0
Default

Quote:
Originally Posted by Molon Labe
So here's a variation of a known bug.

I'm turning my boat when the Helo is launching, so the helo apparently smacks into the back of the hangar and blows up. No biggie, except my boat is no longer responsive at that point. Yes, it's the collision bug, I'm at 0% damage but the ship is ruled killed. Killed by bumping into a helo taking off. Sigh.

I got some amusement though, because as my undamaged boat picked up speed on its race to the bottom, the crew provided me with TA and Nixie failure messages. Then, as the boat approached the bottom, it imploded the way a sub would. Continuously. And loudly. For about 10 minutes.

Finally, I got the "she's lost" message from the crew and the boat dissapeared.
That's exactly what happens to me; the newest DW patch doesn't fix it. It's more funny than annoying, in my opinion.

Last edited by Kaye T. Bai; 01-18-11 at 06:32 PM.
Kaye T. Bai is offline   Reply With Quote
Old 02-25-09, 06:18 AM   #340
Tassaddar
Watch
 
Join Date: May 2003
Posts: 17
Downloads: 3
Uploads: 0
Default

Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by To be
Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by Dr.Sid
Quote:
Originally Posted by Tassaddar
The performance of both ship and airborne AA guns needs to be seriously improved. It seems that regardless of the rate of fire indicated on the database, they fire only a shot or two, wait to check if they hit the target, then fire another, wait and so on, kind of saying "somebody gotta pay that ammo and it ain't cheap anymore so don't waste it"...
Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by To be
Quote:
Originally Posted by TLAM Strike
Quote:
Originally Posted by Dr.Sid
Quote:
Originally Posted by Tassaddar

Sonalyst corrected this in the last patch of SC by allowing these platforms to fire their guns regardless of targeting constraits or something like that, so we know it is fixable. That would be a nice addition to a future patch...

I guess LWAMI fix this but I'm not really sure.

Oh the next verson of LWAMI should fix this. I told LW how to fix it and its a simple fix. The new guns will be nasty!


Sorry to bring up an old comment, but whatever happened to this? They don't seem fixed, and if there really is a simple way to get above the ROF limit, I would like to know. You don't mean the changing of the bullet to shell, do you?
Go in to the DB and change the max round guideable to the same number as the rate of fire. If you still don't get the correct effect increase the rate of fire to something around 1,000.

I'll try and make sure this is included in the next verson.


I already found a way to correct this, though it is rather a bandaid since the whole sim needs to be remade from the beginning with an internal air / radar physics engine.

First set the max number of guidable rounds to match the desired ROF, check the use FC radar box for that gun/launcher; then adjust the number of "tubes" in the weapon to match the number of barrells the system has in RL (all the test I made so far have been with the the AK-630 M and the CADS-1 AO-18 gattling guns).

Then comes the difficult part, which is not all that difficult after all. Revise the platform's doctrine to make sure you use the command "firebest" to ignore firing constraints at CIWS effective range.

Go back the DB editor, and start checking the radar sensors. You will see radars are poorly modeled. The detection range and curves do not match the RL specifications (at least for the Fregat M and the Hot Shot, MR-145, 130, etc… fire control radars?) nor does the refreshing times. Adjust air search and FC radars detection ranges to RL values and then set the FC refreshing time to only 1 second (if you indicate zero they won’t work). Then multiply the number of FC radars in the platforms to match the radar system’s number of antennae in RL.

So far I have obtained impressive results in antimissile and air raid tests on Neustrashimmy, Udaloy and Kashin (the ones I have updated so far). In fact in several tests Udaloy was able to defend itself only with guns (just AK-630 and AK-100; SA-N-9 was disabled on purpose for the tests) and survive unharmed from an air attack carried out by five Mirage III while Neustrashimy with the awesome Kinzhal and Kashtan pretty much kills whatever you throw at them.

These results lead me to believe the weapon systems are now in fact overpowered but I think that can be fixed and fine tuned later when all the testing is done (either that or that we illiterate westerners long underestimated Soviet SAM and AAA capabilities). However it should be noted that I was using DW default doctrines and DB specs except in the aforesaid ships and their weapon and radar systems.

It should be noted as well that this have two drawbacks. One, you will run out of sensor slots in the DB as ships have redundant radar systems (it is not enough with just one system, i.e. if you have a Hot Shot radar at port and another one at starboard, you need to add two Hot Shot systems in the sensor slots, and so on). Second, application performance will quickly degrade, since processing all the radar input and output will take up a lot of resources. Sluggishness problems are quite evident running a test scenario with just a ship, a sub, a land platform and five mirages on air; anyhow this shouldn’t be a problem if you run this on a more modern machine than mine.
Tassaddar is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:56 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.