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 07-23-05, 10:20 AM   #16
MaHuJa
Sonar Guy
 
Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 385
Downloads: 3
Uploads: 0
Default Re: Seawolf RAPLOC bug

Quote:
Originally Posted by bishop
In the Seawolf, the RAPLOC function doesn't send the WAA range info to TMA like it used to in SC. Be nice to see this working again, it's one of the distinctive advantages of the SW to be able to get rapid range info on targets.
I believe I've had it put the raploc range on the lines in tma - in DW. Though not always. (Probably the timing, coinciding somewhat with the lines being sent to tma?)
MaHuJa is offline   Reply With Quote
Old 07-24-05, 06:21 PM   #17
Ula Jolly
Samurai Navy
 
Join Date: Jun 2005
Location: Norway
Posts: 567
Downloads: 0
Uploads: 0
Default

Suggestion 1:
Silence bonus for all vessels that order "Stop engine", at least a little. Currently there's little difference between full stop and three knots ahead, for surface vessels it's worse.

Suggestion 2:
Allow the N. Korean "Hand Grenade" to travel at 100kts without flying!!! It's hilarious to watch :rotfl:
__________________
I shall punish yee, landlubber! C'mere for spankings and popsicles!
Ula Jolly is offline   Reply With Quote
Old 07-25-05, 06:42 AM   #18
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Agree with suggestion No 2,

Don't see the point of No 1.
__________________
XabbaRus is offline   Reply With Quote
Old 07-25-05, 06:53 AM   #19
Ula Jolly
Samurai Navy
 
Join Date: Jun 2005
Location: Norway
Posts: 567
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by XabbaRus
Agree with suggestion No 2,

Don't see the point of No 1.
The point of the first must simply be that even if not all machinery is brought to a sudden halt, at least there should be a KIND of bonus for putting yourself on the seabed and stopping the engine. If not complete invisibility, I at least ask of SCS to take a look at the current difference between moving and non-moving/drifting vessels. I'm not saying I know how it should be, but I suspect this might not be too realistic, thus maybe they could take a look at it.
__________________
I shall punish yee, landlubber! C'mere for spankings and popsicles!
Ula Jolly is offline   Reply With Quote
Old 07-25-05, 05:01 PM   #20
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

I don't understand what you mean by bonus...

To put it quickly being at all stop you don't make any noise practically.

If you are in a nuke then the noise emitted is the same at 0 noise as at 3 knots that is because at those speeds your noise output is determined by pump and reactor noise not prop noise.

Also just because the prop is spinning it doesn't it mean it is making noise...it is an animation in the game and as pointed out in a different thread props still turn to maintain a seal.

There are plenty of occasions I have been at all stop and been able to hide with no problems.
__________________
XabbaRus is offline   Reply With Quote
Old 07-26-05, 05:13 PM   #21
Wim Libaers
Samurai Navy
 
Join Date: Sep 2001
Location: Flanders
Posts: 569
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Ula Jolly
Quote:
Originally Posted by XabbaRus
Agree with suggestion No 2,

Don't see the point of No 1.
The point of the first must simply be that even if not all machinery is brought to a sudden halt, at least there should be a KIND of bonus for putting yourself on the seabed and stopping the engine. If not complete invisibility, I at least ask of SCS to take a look at the current difference between moving and non-moving/drifting vessels. I'm not saying I know how it should be, but I suspect this might not be too realistic, thus maybe they could take a look at it.
Considering that several subs have coolant entry holes on the lower part of the hull, the likely "bonus" for putting yourself on the seabed is a reactor cooling problem. A diesel-electric could do it, but very carefully - even if they don't need reactor cooling, they could still damage something by hitting the bottom too hard or doing it on rocks. And then there is the risk you might get stuck.
Wim Libaers is offline   Reply With Quote
Old 07-27-05, 10:20 AM   #22
Captain Nemo
Ace of the Deep
 
Join Date: Jan 2002
Location: London, England
Posts: 1,144
Downloads: 54
Uploads: 0
Default

Had DW for just over a week now and have made a couple of observations, which most probably have already been reported by the length of this thread but I'll mention them anyway.

1. Unlike in Sub Command torps don't go after dead platforms. I feel this should be addressed as it is unrealistic.

2. Whilst playing some quick missions a platform that I have killed and is shown in a greyish colour on the nav map for some reason disappears. This has happened a couple of times.

Minor issues in an otherwise fantastic sim.

Nemo
Captain Nemo is offline   Reply With Quote
Old 07-28-05, 01:57 AM   #23
TLAM Strike
Navy Seal
 
Join Date: Apr 2002
Location: Rochester, New York
Posts: 8,633
Downloads: 29
Uploads: 6


Default

Has probaly been said before but:
MAPAD missile inventory in the weapons inventory screen needs to show how many are left- the inventory never counts down when a missile is fired, at least on the Kilo Imp.
__________________


TLAM Strike is offline   Reply With Quote
Old 07-29-05, 03:12 AM   #24
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Has this one been mentioned?

It is to do with MH-60 when playing FFG-7

You send of your helo and designate bouy drop points.

He drops the bouys you selected, you see on the Helo Status display how many bouys of a type dropped and how many left.

Save game...exit game.

Reload game and look at Helo status and the number of bouys left. They are reset to maximum. So to replenish your MH-60 bous just save game, exit and then reload.

Hope I am not just seeing things.

Oh SCS any patch update news?
__________________
XabbaRus is offline   Reply With Quote
Old 07-29-05, 03:40 AM   #25
Pigfish
Engineer
 
Join Date: May 2003
Location: Alberta, Canada
Posts: 207
Downloads: 0
Uploads: 0
Default

Hey Xabb. That ones been mentioned. Same for weapons too when saving, exiting and coming back. Unlimited buoy/weapons.

Played around once and by saving and exiting I could get 10 hellfires in the air at once. but needs a fix.

Ditto about any patch or DWX info...
__________________
Pigfish is offline   Reply With Quote
Old 07-29-05, 04:21 PM   #26
PeriscopeDepth
Sea Lord
 
Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
Default

It would be REALLY useful to have a stopwatch function in the sonar station or make the game clock show seconds for manual TMA purposes. Getting the degrees per minute bearing rate as it is now on the subs requires that you have a stop watch on you to do it properly. I think no matter what, the game clock should show seconds. Most other naval sims I've played have this.
PeriscopeDepth is offline   Reply With Quote
Old 07-29-05, 10:17 PM   #27
Overkill
Frogman
 
Overkill's Avatar
 
Join Date: Jun 2003
Location: Georgia, USA
Posts: 302
Downloads: 130
Uploads: 0
Default

Quote:
Ditto about any patch or DWX info...
Yeah, I remember a post here while back about DWX be'n released "soon". :hmm:
__________________
Overkill is offline   Reply With Quote
Old 07-29-05, 11:05 PM   #28
goldorak
Admiral
 
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Overkill
Yeah, I remember a post here while back about DWX be'n released "soon". :hmm:

It will presumably be released after the S.C.S patch 1.02 .
There is no point in developing DWX only to have it modified again to suit the 1.02 patch.
goldorak is offline   Reply With Quote
Old 07-30-05, 11:44 AM   #29
Kaptain Lord Aaron
Seaman
 
Join Date: Jul 2005
Location: USA
Posts: 37
Downloads: 0
Uploads: 0
Default More,MoreMore

I would Like to see more ships. There is only one hele and one plane. Also, How about RIG FOR RED. . A Damage Screen mabe, Just some things that were missing I hope.
__________________
Alle Hagel Herr Aaron, Und GlĂĽcklicher Jagen zu allen Sie Seadogs

Kaptain Lord Aaron is offline   Reply With Quote
Old 07-30-05, 07:38 PM   #30
Overkill
Frogman
 
Overkill's Avatar
 
Join Date: Jun 2003
Location: Georgia, USA
Posts: 302
Downloads: 130
Uploads: 0
Default Seawolf and Torpedo Presets

I apologize if this has already been adressed.

I can't seem to adjust the torpedo presets. According to the manual you left or right click on the numbers, search pattern, and search mode to change them. When I do this nothing happens.

Am I doing something wrong?
__________________
Overkill 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 11:23 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.