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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. 6 12.77%
Above with: Advanced Wire Control and Sensor Modelling 5 10.64%
Above with: Wire Lengths Limited to 10-13nm from launchpoint (reported as realistic) 7 14.89%
Above with: Advanced Torpedo Physics 29 61.70%
Voters: 47. You may not vote on this poll

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Old 05-23-06, 06:33 AM   #1
Molon Labe
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Quote:
Originally Posted by LuftWolf
Quote:
Originally Posted by Molon Labe
But when you don't get notification, it's hard to self-police.
It's pretty simple... when you can't control the torpedo using the wire commands, close the door and reload.
Hopefully (for DW's sake), you're too busy doing other things while this is going on. I accepted this answer until I actually played. The truth is that it's overly optimistic.
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Old 05-23-06, 06:34 AM   #2
Molon Labe
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Quote:
Originally Posted by LuftWolf
Ok, just a quick question... would anyone mind seeing the circle and snake selector for the ADCAP and UGST/Test-71-NK turned into a under-keel detonation and wakehoming mode (respectively) selector switch? (The other way I would do this is with ceiling height, but I'd rather have the ceiling be independent of these modes, as I have other plans there )

I'm thinking of using multiple enable button clicks to trigger a single circle left and single circle right reattack mode for torpedoes still on the wire.

Do you guys like this plan?

PS The way I plan to do the underkeel mode I think will be a nice surprise. Right now, I'm 85% sure it will work.
Under the keel as in enhanced damage?
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Old 05-23-06, 07:14 AM   #3
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Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by LuftWolf
PS The way I plan to do the underkeel mode I think will be a nice surprise. Right now, I'm 85% sure it will work.
Under the keel as in enhanced damage?
Hmm would be great if possible. There is possibility of proximity under-keel detonations, but as I tried them, first they don't cause more damage than normal ones, in fact less damage, second thing - the explosion blast range in DW is enormously big, and when detonation is triggered by proximity fuse, not only target but all ships in few hundreds yards radius are hit and damaged by explosion... My first try of under-keel 65cm torpedo detonation launched against a ship in convoy - it sunk 3 ships !!! and mor or less severly damaged all other in the convoy... I'm not sure it's good, it worked like small shalow nuclear explosion rather...
If a torpedo could have two different warheads assigned...

P.S. I think I just realised how to emulate underwater NUCLEAR WARHEADS in DW :rotfl:
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Old 05-23-06, 07:39 AM   #4
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Quote:
Originally Posted by LuftWolf
Ok, just a quick question... would anyone mind seeing the circle and snake selector for the ADCAP and UGST/Test-71-NK turned into a under-keel detonation and wakehoming mode (respectively) selector switch?
In SCX wakehoming mode was enabled by setting torpedo to run very shallow. Worked nicely :-). And wakehoming has to be shallow anyway...

Quote:
PS The way I plan to do the underkeel mode I think will be a nice surprise. Right now, I'm 85% sure it will work.
Could you give some hints how you plan to do this on priv ? I can give you an idea for nuclear tipped torpedos and depth charges in exchange

P.S. just tried this, made about 300MT warhead for 65cm torpedo, killed every ship and sub in 50nm radius :rotfl: :rotfl: :rotfl:
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Old 05-23-06, 02:13 PM   #5
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True, but for the wireguided torpedoes, the circle and snake selectors are basically useless... I can't think of a single time when I've wanted a circle torpedo on a wire... so it would be nice to have the option to do something more useful with the switch.
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Old 05-23-06, 02:14 PM   #6
LuftWolf
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Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by LuftWolf
Quote:
Originally Posted by Molon Labe
But when you don't get notification, it's hard to self-police.
It's pretty simple... when you can't control the torpedo using the wire commands, close the door and reload.
Hopefully (for DW's sake), you're too busy doing other things while this is going on. I accepted this answer until I actually played. The truth is that it's overly optimistic.
Hopefully this community will start developing a little bit because it could easily go from a two man show to a no-man show.

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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Old 05-23-06, 05:48 PM   #7
Molon Labe
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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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Old 05-23-06, 05:58 PM   #8
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Quote:
Originally Posted by LuftWolf
True, but for the wireguided torpedoes, the circle and snake selectors are basically useless... I can't think of a single time when I've wanted a circle torpedo on a wire... so it would be nice to have the option to do something more useful with the switch.
Circle search is more useful when you're worried about the wire breaking. When you shoot past the wire length and the torpedo is set to snake search, it makes the torpedo easier to evade by chosing the proper direction. When you have wire guidence, that isn't so much of a problem.

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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Old 05-23-06, 05:59 PM   #9
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Quote:
Originally Posted by Molon Labe
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.
Sorry, I'm just venting.

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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Old 05-23-06, 06:43 PM   #10
Molon Labe
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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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Old 05-23-06, 06:46 PM   #11
LuftWolf
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Quote:
I found out that the problem was bigger than it seemed
And I'm saying that this "problem" is the user's inclination to use the command that can't be disabled when it could be simply asked of them NOT to use it.

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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Old 05-23-06, 08:47 PM   #12
Molon Labe
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Quote:
Originally Posted by LuftWolf
Quote:
I found out that the problem was bigger than it seemed
And I'm saying that this "problem" is the user's inclination to use the command that can't be disabled when it could be simply asked of them NOT to use it.
Which doesn't do any good if they don't know that it's off the wire! That's the whole point! This is going to happen by accident!
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Old 05-23-06, 09:02 PM   #13
LuftWolf
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Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by LuftWolf
Quote:
I found out that the problem was bigger than it seemed
And I'm saying that this "problem" is the user's inclination to use the command that can't be disabled when it could be simply asked of them NOT to use it.
Which doesn't do any good if they don't know that it's off the wire! That's the whole point! This is going to happen by accident!
Considering your argument is that "once the torpedo is off the wire, the user should just shut it down", I don't understand why it would happen by accident if the reason the user wants to shut it down is because he just discovered the wire has run out. :hmm:

I still don't think this is a convincing argument against doing this modification.
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Old 05-23-06, 09:05 PM   #14
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Quote:
Originally Posted by OKO
Quote:
Originally Posted by Molon Labe
This all sounds great to me, except for what you told me about the wire lengths. Since the proposed mod measures the distance from the launch point, a sub that is running will get a few extra miles of guidance, and a sub following the torp or resteering it at a nearby target will get ripped off.
Maybe I'm wrong, but I heard that wire is not only unrolling from the torpedo, but also from the submarine, to avoid the wire to be cut too easily with sub manoeuvers.
The 10-13 miles of torpedo wire shouldn't be affected, in this case, by sub runs.

All modifications mentionned looks fantastic !

But anyone could give an explanation why non electrical torps run slower at high depth, please ?
The physics of the engine works off of pressure differential as it gets deeper the pressure increases lowering differential. IIRC
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Old 05-23-06, 09:10 PM   #15
Molon Labe
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Quote:
Originally Posted by LuftWolf
Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by LuftWolf
Quote:
I found out that the problem was bigger than it seemed
And I'm saying that this "problem" is the user's inclination to use the command that can't be disabled when it could be simply asked of them NOT to use it.
Which doesn't do any good if they don't know that it's off the wire! That's the whole point! This is going to happen by accident!
Considering your argument is that "once the torpedo is off the wire, the user should just shut it down", I don't understand why it would happen by accident if the reason the user wants to shut it down is because he just discovered the wire has run out. :hmm:

I still don't think this is a convincing argument against doing this modification.
NO, he would shut it down when it's about to hit something, or when the first weapon in a salvo hit the target and there's nothing left for the second weapon to hit.
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