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 01-14-07, 08:47 AM   #61
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Dr.Sid
I had to use sprint'n'drift in LA when following Red October in recent SubGuru's mission. Red October (RO) is doing some nice 15 kts and I have to stay in touch or even get closer .. but I was aware he can do 'crazy ivan' or simply slow down .. so I had to drift for a while, check demon for RO's RPM .. than sprint again .. really nice mission design.
I don't doubt it. I'm thinking of something slightly more formal, where ships sprint so long and drift so long to maintain a specific SOA. There are these things called isochrons, and it's kind of complicated. My sense of things is that if a real ship had to do that as a tactic, it'd just wing it. I also don't think the game gives enough credit to surface ships, as far as active sonar not washing out. That's just me, though.
SeaQueen is offline   Reply With Quote
Old 01-14-07, 09:14 AM   #62
LoBlo
Subsim Diehard
 
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
Default

You could always alter the database to increase the AS washout speeds, afaik.
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man
LoBlo is offline   Reply With Quote
Old 01-14-07, 09:42 AM   #63
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by LoBlo
You could always alter the database to increase the AS washout speeds, afaik.
Yeah... I could. I've thought about it from time to time. It isn't a huge deal, though. They're not that far off. It just annoys me that I can't make things go quite as fast as I'd like them to go sometimes.

If I had one thing to fix, I'd rather see the air stuff fixed and I'd also like to see a lot more flexibility in the air stuff. It's like they never fixed the stuff in Janes Fleet Command that was glaringly wrong. The review of Janes Fleet Command on The Strategy Page is so right on. Any time I have anything involving extensive use of aircraft, I'd rather game it in Harpoon. DW is very ASW and undersea warfare oriented. In that respect it's quite good, but with everything else it's okay at best.
SeaQueen is offline   Reply With Quote
Old 01-15-07, 10:02 AM   #64
Bellman
Sea Lord
 
Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
Default

SQ as a veteran Pooner, since the early 90s, I agree with your preference to game the projection of power by air assets in Harpoon, particularly since the 'ready-time' changes have inhibited the dominance of aircraft strategy.

However, regretably neither Harpoon 3v 3.6.3 nor 3.7 (ANW) have successfuly fully implemented aircraft within the sim. Following the release of ANW some 40% of 80+ bug/issues, reported by authoritive sources, related to the use of aircraft. See
http://www.xtreme-gamer.com/forums/h...nw-issues.html
Other links at The Harpooners Point - forum registration required

Comparing in-game systems, I still rate higher what SCS has achieved in ASW compared to the H3 limited and buggy aircraft. DW will remain my game of first choice.
__________________

Liberty, Equality, Fraternity

Last edited by Bellman; 01-15-07 at 11:16 AM.
Bellman 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 06:36 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.