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Old 02-02-18, 07:53 PM   #1
Delgard
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Yes, ESM. It does not seem to show bearing, let alone type radar.

The sonar guys don't give call-outs to torpedoes as they are detected along their route. They pop up on the screen occasionally, but no one mentions them.
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Old 02-03-18, 03:43 PM   #2
GravityWave
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1) An extra alternate key assignment: basically multi-button mse support (mse btn or key), but for the lefties too

2) Retain camera position for individual TMA objects: I've been using the click to select feature on the TMA (rather that just the FN keys) for camera control. Re-orienting the camera is a bit annoying. Sometimes its just fun to watch that 'little torp' creeping up on ya, while evading, from its view. TMA map clicks are also nice for verifying wrecks and looking around without having to go there and check. Kind of cheating, but the camera is anyway and the boat is already down, soo ...

3) Range circles/vectors on the TMA map: Using the heading or torp vectors to judge distances is awkward.

4) The small TMA map should still show a small text indicator of the grid size.

5) Clock and timer on the bridge

6) Maybe include some drills when transiting? Fire, flooding, collision, etc. I'm not too sure about this one, but it might be interesting for varying initial contacts if the boat isn't just patrolling. Or even just too add an additional (unexpected) mission type. The sea is the enemy.
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Old 02-12-18, 06:22 AM   #3
seenittwice.pt
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Hull popping with change of depth....?
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Old 02-12-18, 07:47 AM   #4
Delgard
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I wondered if hull popping was represented in the coding. Also, is it defeatable by a slower rise angle?
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Old 02-13-18, 12:26 AM   #5
Mspot
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How about hull sounds as the boat goes deep, deeper....then again as it rises?
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Old 02-13-18, 05:59 AM   #6
Delgard
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Hull-popping, up or down, would have to be across the board for both sides. Another input by the sonar team.

Also, the sonar team calling out bearings for torpedo launches to go with the little green flash that visually disappears so quickly.
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Old 02-22-18, 10:12 PM   #7
Mspot
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Quote:
Originally Posted by Delgard View Post
Hull-popping, up or down, would have to be across the board for both sides. Another input by the sonar team.

Also, the sonar team calling out bearings for torpedo launches to go with the little green flash that visually disappears so quickly.
I was referring to us hearing the sounds of our own sub as we descend and ascend, not the sonar man calling it out -- similar to Tom Clancy's SSN game and Janes 688i and follow on games.
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Old 02-19-18, 06:36 PM   #8
LoBlo
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Whenever we choose to expand the map (and minimize the 3D renders) can we have a small window in the corner that continues to show the 3D renders? Dangerous Waters had something similar.

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Old 02-19-18, 07:09 PM   #9
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Some way to mark the map and a clock would be nice.
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Old 02-19-18, 08:09 PM   #10
Delgard
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Yes, projecting a previous contact by previous known location/speed over distance based upon the time that has passed.
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Old 02-22-18, 02:09 PM   #11
Lonny007
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Be careful what you wish for, you could end up wrecking what appears to be a Great game like they did with Atlantic Fleet. Apparently these games are so complex that any upgrade or patch could cause a nasty freeze in game that the creator can not find the cause or fix then we will be left with a game that will always lock up and freeze, nothing like wasted time spent in a battle to have the game lock up and freeze with no way to save the game during lenghty battles in Atlantic Fleet, Also with the way we have to purchase games today, the download is updated with the latest version no way to go back to the previous version before the creator wrecked thier game like Atlantic Fleet. Keeping my fingers crossed that all these new feature request for Cold Waters do not end up wrecking the game for all of us. I will have to make copys of this version or backup my hardrive with this version of Cold Waters and turn update game off if possible for steam and GoG just to make sure i have a Great working version of Cold Waters before the next upgrade. I wish I would have saved the Atlantic Fleet version before the last patch, now my Atlantic Fleet campigns playing as Germans is ruined for ever, the creator has given up trying to find the lock up bug that was incorporated in the last upgrade patch. Players You have been warned your wishes could come back to haunt us for ever, please make sure your wish is significant and good for all of us. For proof of what i am talking about You could read the recent post here on Subsim under Atlantic Fleet catagory. Keeping my fingers crossed that the next upgrade patch does not wreck the game, apparently these complex games are extremely fragile. Good Luck to all of us and to the Creator Killfish!
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Old 02-22-18, 08:10 PM   #12
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Hey, Torpedoman Lonny, Courage! Bravery! and Perseverance! in the Barents Sea!

AND, its not like I asked for my own Sea-Doo strapped to the deck.

Your analysis may very well be true, and I am not the one that makes the final decision on new sub components. Admirals and high-paid consultants get to make those decisions. If the software won't support something, they will know it or discover it in initial testing.


A Sea-Doo and a K-Bar knife and no Soviet vessel is safe from me! That's all I ask for.

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Old 02-23-18, 01:32 PM   #13
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Quote:
Originally Posted by GSmith63 View Post

1. Allow Active Intercept System to be used for target detection, limited TMA. Regardless of the likely classified capabilities of these systems, I think it is logical to assume that a sub’s active intercept system can be used to initially detect a contact, start a contact track, and possibly to do some rudimentary form of TMA and classification. For TMA, maybe just give it the same capabilities as a regular sonar hearing a faint signal with a small bearing rate change.
This is a good idea but in the time frame of the game, WLR-9 Active Intercept was for display only and the data was not fed into Fire Control. The bearing were plotted on the Geoplot.

Quote:
2. Quicker TMA solution when holding a contact on both hull and towed sonar. I started a separate thread on this last month but wanted to include
Quote:
it here as well. Taking simultaneous readings from two passive sonars 2,000 feet apart should provide enough basic triangulation to at least eliminate a number of possible target range/course combinations and speed up the TMA process, especially at the short tactical ranges in CW.


Works well in theory but not in actual practice at the time.

Quote:
3. Start Further Away from Contacts. Especially in 1.09 I seem to always start nearly in active sonar range of the bad guys, which does not seem very realistic. Allow us to start up to 40,000 yards away from contacts, which is probably a more realistic passive direct path range for initial contact of many surface ships, especially tankers, amphibs, etc.
Yea, this works. The larger the ship, the higher the generated self noise level (louder). The smaller the ship the quieter it is a slow speeds.


The feature I would most like is the ability to shoot at flank. All US submarines have been able to do this for over 50 years... sometime you just need to put a 21" countermeasure out in the water to disrupt the badguys...
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Old 02-23-18, 11:02 PM   #14
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I like the shoot at flank comment.

In terms of starting at a greater range (distance), I believe you can in this game; you merely have to click that distance/range button when presented that "intermission" (contact) screen. I believe it is set to select 10k-yards, 15k-yards, 20k-yards, and 25k-yards.
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Old 03-22-18, 10:54 AM   #15
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Ability to fire spreads for the MK16 dumb torpedoes, (instead of firing them off individually) especially for the early campaign. Also the ability to have the MK16 torpedoes run patterns.

3d model of the towed array sonar,

make the sim as realistic as possible.

option to not see airplanes/helicopters/undetected weapons. It feels like cheating. You can still see them in the distance when you're looking at ownship, even though they aren't on the tab map.

Easier way to guide torpedoes by wire? They keep locking onto an unwanted target and then I have to babysit them till they reach the ones I meant for them to take out.

skill and Personnel management? not going to die on this hill but I think it would make it interesting.

Also make the minimap and the Tab map 2 different maps, any changes to the tab map carries over to the minimap and that gets annoying.

More tools for enemy AI, like their version of the MOSS.

Last edited by somedude88; 03-22-18 at 11:13 AM.
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