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Old 12-17-06, 03:54 PM   #211
kage
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Quote:
Originally Posted by Eagle1_Division
EDIT: Ive read that making new platforms playable is largely opposed. Why is that? I find new platforms extremely exciting. It would draw many people into the game knowing that it can be greatly expanded. I don't see any reason to oppose it. What's the point of making a brick wall that has to be passed in order to expand the game?
You're misunderstanding. SCS has reserved the rights to create new playable platforms. We wish for more, but they have to be provided by SCS.

The opposition is against people going against the license and creating their own user-made playables.

Quote:
Last of all I second Sid, we should have 24-bitmaps instead of 256 color. If its for the FPS it should be a on-off feature.
24 bit or preferrably 32-bit graphics is an old wishlist item, but the current is 16-bit, or 65536-color, not 256-color. It's not a framerate thing as much as (I'm guessing here though) an inherent limitation in the graphics engine they are using, that it supposedly inherited from fleet command. (The Fleet command 3d engine was a choice made by EA because they had support people on it already, not because it was necessarily the best suited.)


----------------------

I think the very approach of using a database for the various platforms is an obsolete way of thought though.
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Old 01-15-07, 05:14 AM   #212
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I think the biggest gameplay improvement would be the addition of time compression in multiplayer. The game Defcon does this very well, with each player selecting the level they would like, and the game sets the time compression at the slowest level requested. Other than that - thanks for the great game!
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Old 01-15-07, 06:25 AM   #213
Dr.Sid
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Quote:
Originally Posted by udadni
I think the biggest gameplay improvement would be the addition of time compression in multiplayer. The game Defcon does this very well, with each player selecting the level they would like, and the game sets the time compression at the slowest level requested. Other than that - thanks for the great game!
I second that .. or some other solution. Good mission design can help a lot, but MP games just takes too much time.
Or what about joining during the game ? That would help too .. I mean occupying already existing AI platform.
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Old 01-16-07, 08:46 PM   #214
Eagle1_Division
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Probolly been mentioned in the monsterous 8 pages, but could it be made so that active sonor detects large underwater rock formations and mountains/cliffs(there are plenty in real life), and mabye make it so if a submarine purposely runs aground will be very hard to detect by active pings?-and i didn't know about the collant thing, so shouldn't something happen when a nuclear sub runs aground?

and btw- i laid about 5 active and 1 passive CM's, and the computer(chinese frigate) completely ignored them and started firing deck gun at me.

and last, the active pings are way to accurate, that same chinese frigate got me from 6 nmi away, heading at 15 kts, it was a recreation of the "chinese survailance" on SC, shouldn't it act the same?
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Old 01-20-07, 03:44 PM   #215
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Is there a way that the mast wake graphic from SC can be reimplemented into DW? It was such a nice touch that it gave periscope depth a whole new feel.
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Old 01-21-07, 12:07 PM   #216
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Hi Sonalyst. Lets revert the physics behavior back to the original please.

I played three single player missions today. The first was a sub exiting port mission, but I lost because the sub did a funky 30 degree seasaw and smashed itself on the ground even *with* waveriding turned off. The 2nd was a 688 mission, but I lost both towed arrays when coming up to PD because the sub decided to do a funky 45 degree ballet show when rising and actually went into reverse severing the arrays. The 3rd was a Akula SAG attack, but I lost the Pelamida before the attack because of the same bizzare ballet stunt...

Of course a player can just not use the patch but the fact that there were also alot of bug fixes would be unfortunate to loose. For all its worth, it doesn't seem like the "physics upgrade" really added anything to the game except more bugs and more frustration, without any real benefit. How about giving us a quick 1.03c patch that will include all the bug fixes to date, but also revert the physics back to the original.
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Old 01-21-07, 12:27 PM   #217
Molon Labe
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Have we forgotten about the drunken planesman so quickly?
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Old 01-21-07, 12:31 PM   #218
LoBlo
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Quote:
Originally Posted by Molon Labe
Have we forgotten about the drunken planesman so quickly?
drunken planeman?

As I remember... though its has been awhile... but as I remember the impetus of wanting new physics behavior was to keep ships from turning at full speed without loosing any speed (deemed by some a unrealistic) and to make subs feel a snaproll effect and speed loss with high speed turning.

at least that's what I remember about it... to be honest with you, I'm not sure what 1.02 and 1.03 were originally "fixing" actually. But look at all the trouble its caused. EDIT: Now I remember. It was a sonar model upgrade wasn't it...

EDIT: NM since 1.04 is so close.
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Last edited by LoBlo; 01-22-07 at 01:57 PM.
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Old 01-26-07, 04:45 PM   #219
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Hi SCS, 1.04 is great. Really a nice piece of work. Great job.
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Old 01-27-07, 02:33 PM   #220
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Is it too early for patch 1.05 suggestions....:hmm:

How about audio course feedback for the OHP just like the subs
"Come left to course 090 helm aye"
when reach course
"Steady on course 090" <--- currently included in the sub's audio but not the OHP

Similarly how about audio feedback whenever a ordered depth is reached as well
"Make my depth 600 feet dive aya"
when reach depth
"My depth is 600 feet"

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Old 01-27-07, 04:32 PM   #221
LoBlo
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Another suggestion for 1.05. Consider adding the aft prop wake to a surfaced submarine just like a surfaced ship. Currently their's a bow wake, but not a aft wake.



An identical effect to that of surface ships seems like it would be a nice addition and gives a nice feel to those port transit missions.
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Old 01-27-07, 10:59 PM   #222
Bubblehead Nuke
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Quote:
Originally Posted by LoBlo
Is it too early for patch 1.05 suggestions....:hmm:

How about audio course feedback for the OHP just like the subs
"Come left to course 090 helm aye"
when reach course
"Steady on course 090" <--- currently included in the sub's audio but not the OHP

Similarly how about audio feedback whenever a ordered depth is reached as well
"Make my depth 600 feet dive aya"
when reach depth
"My depth is 600 feet"

EXCELLENT suggestion. Provide feedback that you commands have been recieved and acted upon. Even nicer when you give verbal commands like I do.
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Old 01-28-07, 06:12 AM   #223
Linton
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Please can we have a realistic looking Trafalgar with pump jet?
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Old 01-28-07, 07:47 AM   #224
LoBlo
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Quote:
Originally Posted by Linton
Please can we have a realistic looking Trafalgar with pump jet?
That's very simple to install from SCX. http://www.subsim.com/radioroom/showthread.php?t=102969
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Old 01-28-07, 06:42 PM   #225
Eagle1_Division
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What about the ability to place missles/torpedoes and their tactic in the editor?
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