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

View Poll Results: What would improve the game model/gameplay most noticeably?
Addition of sonar launch transients (to be able to detect those missile slinging subs right off your bow) 25 35.21%
Better Torp wireguidance input (changing speed, depth, active/passive for torps in transit thru the wire) 10 14.08%
Better FFG Helo control (dipping sonar, active/passive, torp settings) 29 40.85%
None of the above 7 9.86%
Voters: 71. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 12-28-05, 08:09 PM   #1
Deathblow
Captain
 
Join Date: Sep 2005
Posts: 518
Downloads: 0
Uploads: 0
Default The game model mostly needs...

Which addition to the game would incur the most improvement to the game model.

Personally I like launch transients myself. Too many times I've had Kilos and Akulas 5km off my port launching waves and waves of missiles and my sonar is none the wisers.... a pretty gross misrepresentation in the game model IMHO... is pretty much a downer in the gameplay.
Deathblow is offline   Reply With Quote
Old 12-28-05, 08:38 PM   #2
Pigfish
Engineer
 
Join Date: May 2003
Location: Alberta, Canada
Posts: 207
Downloads: 0
Uploads: 0
Default

Geez you need an "all of the above" catagory.

If I had to select it would be more helo control with the FFG.
__________________
Pigfish is offline   Reply With Quote
Old 12-29-05, 04:06 AM   #3
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

The LW/Ami mod takes care of 90% of the launch transient issue, so I went with helo control.
__________________
Molon Labe is offline   Reply With Quote
Old 12-29-05, 04:32 AM   #4
Bellman
Sea Lord
 
Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
Default

As a bubblehead, I liked the improved torp control of SCX11, so that gets my vote.
__________________

Liberty, Equality, Fraternity
Bellman is offline   Reply With Quote
Old 12-29-05, 04:34 AM   #5
Bellman
Sea Lord
 
Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
Default

ML and Pigfish - great sigs. :|\

Any other new ones out there ? Got to beat that Penguin Slapper and the Killer Mog.
__________________

Liberty, Equality, Fraternity
Bellman is offline   Reply With Quote
Old 12-29-05, 04:47 AM   #6
Sea Demon
Ocean Warrior
 
Join Date: Mar 2004
Location: USA
Posts: 2,552
Downloads: 33
Uploads: 0
Default

I would love to have better control of the helo's. Being able to order it to use dipping sonar would be nice.

BTW, a little off-topic, but I made one of those Sonar Visual Aid's there Bellman. Very useful. Great idea.

Sea Demon
Sea Demon is offline   Reply With Quote
Old 12-29-05, 05:44 AM   #7
goldorak
Admiral
 
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
Default

I'm amazed you didn't include the submarine cheat of not being detected by radar when the masts are out or when the sail is over the water.
This has to be fixed at all costs because the p-3 looses the ability to use its mad/sad sensor at low altitude (can't detect subs on surface because of sam danger) and can't use long range radar to detect surfaced masts.
At this rate over 50% of the effectiveness of the p-3 goes out the window.
Now I understand that most of you are bubbleheads and so don't give a damn about the p-3, but right now if there is one thing that has to be fixed is this problem.
The p-3 right now is the most penalized (because of these bugs/cheats) unit in DW.
goldorak is offline   Reply With Quote
Old 12-29-05, 07:42 AM   #8
Deathblow
Captain
 
Join Date: Sep 2005
Posts: 518
Downloads: 0
Uploads: 0
Default

I'm not a multiplayer, so I've never really thought about that cheat too much. The AI seems to respond to surface subs appropriately, though MP is still a problem I gather.

Quote:
Originally Posted by Pigfish
Geez you need an "all of the above" catagory
hehe, left that off on purpose, because it would be too easy a choice.

Quote:
Originally Posted by Molon Labe
The LW/Ami mod takes care of 90% of the launch transient issue
Still very broken IMHO.
Deathblow is offline   Reply With Quote
Old 12-29-05, 07:44 AM   #9
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

Several bubbleheads have been wanting detectable masts.

And considering the detection ranges of buoys in stock DW, I don't think the P-3 got shorted much. They pretty much clean house in MP games.
__________________
Molon Labe is offline   Reply With Quote
Old 12-29-05, 08:19 AM   #10
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Better Helo control on the FFG. At the moment you can't tell it to change altitude/speed, use dipping sonar.

Though I think SCS are looking at this for the future. Fingers crossed.

Then detectable masts and very importantly the ability for the AI aircraft and ships to detect masts too AND a semi submerged sub with just the sail poking throuigh the water.
__________________
XabbaRus is offline   Reply With Quote
Old 01-03-06, 10:14 PM   #11
Deathblow
Captain
 
Join Date: Sep 2005
Posts: 518
Downloads: 0
Uploads: 0
Default

I have to throw another vote in for launch transits. This is a really frustrating piece of the game mechanic for me.

I had a Kilo not 5nm off my starboard that was launching Starfish, after Starfish, after Starfish at me and I was none the wiser where the torps were coming from. Everytime I evaded a torp another one would drop outta the air. I assumed that it was a Helo or P3, but after finally getting blown outta the water and replaying the mission it turned out to be a Kilo not 5nm from me .

Come on..... this just isn't right, missile launches need a transient consquences.
Deathblow is offline   Reply With Quote
Old 01-04-06, 01:23 AM   #12
Kazuaki Shimazaki II
Ace of the Deep
 
Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
Default

I selected launch transients as well - it'd be nice to get a "Target is flooding tubes" warning too.

But in the longer (perhaps very long) term...

Manevering
What I REALLY want is better depth controls, including the use of the depth planes and even a ballast control panel for all the subs you can access off the left side. Yes, I know that this is a tactics sim so we can't have everything, but we already have manual rudder control and I saw people complaining that the COW is conservative with his angles, which makes it difficult to crash dive. And the workarounds required to botom the boat. Let US decide how fast we wanna dive. We can always select Autocrew if we don't want to.

Next up is perhaps manual RPM and pitch control. You can implement that on the FFG right away simply by making those numbers clickable and a little shuffle on the other panels will make those numbers available too. It would also open up at least one possibility of deception tactics - there will be several solutions of RPM and pitch for a certain speed, and you can use that to screw the DEMON analyzer on an opposing sub. We may also be able to implement the "Do not cavitate" or "Cavitate" orders that way, which I suspect have to do with how the props pitch and RPM are handled for better acceleration or for best noncavitation.

Sonar
Maybe implement some of the new options available in the FFG-7. At the very least, give us a "Array Depth" readout so we don't have to guess, followed by the new Active Sonar modes.

P.S. Weapons
I understand the Americans have a MOSS and the Russians have MG-74 through MG-114 series of torpedo sized decoys. Could we implement something like that eventually to provide our own false targets?
Kazuaki Shimazaki II is offline   Reply With Quote
Old 01-04-06, 08:55 AM   #13
bubblehd647
Watch
 
Join Date: Dec 2005
Location: Brandon, FL
Posts: 18
Downloads: 0
Uploads: 0
Default

Transients and active showing up on the PBB. Also an "Emergency deep" order for subs. SH3 has a crash dive order and I was surprised when I found DW didn't have a similar setup.
__________________
ET1/SS (SSN 647, SSN 676)
bubblehd647 is offline   Reply With Quote
Old 01-04-06, 09:11 AM   #14
Kazuaki Shimazaki II
Ace of the Deep
 
Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by bubblehd647
Transients and active showing up on the PBB. Also an "Emergency deep" order for subs. SH3 has a crash dive order and I was surprised when I found DW didn't have a similar setup.
Transients I understand, but active sonar? What's wrong with using the dedicated receiver for that? If you believe the game, the sonars are out of the frequency sensitivity of the ordinary broadband sonar which only goes to 2000Hz...

Idea: Maybe you could try doing it yourself with
http://www.subguru.com/DW_missions/DWEdit-1-1-22-1.zip

Try changing the maximum frequency of your Passive Sphere array to 20000. I hadn't tried it, but it might work...
Kazuaki Shimazaki II is offline   Reply With Quote
Old 01-04-06, 12:21 PM   #15
SaxMan
Swabbie
 
Join Date: Nov 2002
Posts: 14
Downloads: 4
Uploads: 0
Default

Got DW right before Christmas, and oh what fun it is to drive the OHP....

I think there's been something missing all along, since Jane's 688i. When I fire a wire-guided torpedo, and it runs to its enable point.....it should send back information like "I'm homing on something" (when it finds a target) and "I've lost what I was homing on" (if it has been homing and has now lost the target). Otherwise it's nearly impossible to tell that the weapon has missed it's target.

I have no first hand information but I can't believe there isn't something like this in real life.
SaxMan 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 05:04 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.