SUBSIM
Review
  Dangerous Waters
Review by Frank “OptimusX” Reynolds

March 5, 2005

Page 3

The littoral warrior: Kilo

The Kilo diesel-electric submarine will be very familiar to players from Sub Command.  The stations work in a very similar manner to the nuclear submarines except there is no towed sonar array and a limited battery.  When running on batteries I was able to travel at a sneaky 3 knots and discovered that I was almost “acoustically invisible,” but this stealth advantage is lost when the diesels are activated. The load-out for the Kilo involves less capable weapons when compared to its nuke cousins.  Some torpedoes only have a max speed of 40 knots, have smaller warheads, and have a very limited range of only 10 nautical miles.  Not all Kilos can carry missiles, so you may have to close distance to use your short-range torpedoes.  This can be very nerve wracking experience even for seasoned players. 

If you are tasked with attacking surface combatants, they may be able to outrun your torpedoes if you attack at a range of more than five nautical miles.  The AI is very good at choosing the most optimal evasion route to outdistance your weapons.  Also, only two tubes are capable of firing wire-guided torpedoes.  These torpedoes cannot be steered after they have been enabled, so you better be sure about your firing solution before you choose to arm the weapon.  Combine this with few weapon reloads and a limited battery, taking the Kilo against combatants is a challenging experience.

Luckily for the Kilo, countermeasures are very effective in this game.  Countermeasures are even capable of detonating torpedoes.  While the question of whether this is or isn’t realistic is debatable (the real answer is classified anyway), it is a tense experience to hear a torpedo explode a few hundred yards behind your submarine.  Even with only two countermeasure tubes, the Kilo has a good chance of spoofing enemy torpedoes if given the time.

Players who are using the advanced torpedoes from the nuclear subs will find that even they will have to make refined and quality firing solutions.  In Sub Command, the Mark 48 ADCAP was so accurate to the point all you had to do was steer the weapon straight towards the target.  In Dangerous Waters it is no longer that easy…if you enable too early the weapon may be spoofed and detonated by a countermeasure, leaving you one less weapon in the water.

Shoulder launched SAM launchers are now available to submarines and some Kilo drivers may be tempted to surface to shoot down an incoming helo.  In one mission I fell to that temptation. The helo’s home frigate was about 13 nm away.  After surfacing and blowing the helo away with my SAM, my victory laugh was cut short, since the FFG wasted no time in launching a Harpoon strike against me!  The AI won’t let you easily use that dirty little trick against them.

Gameplay Note:  The Chinese version of the TEST-71M is listed as a multipurpose torpedo, capable of attacking either submarine or surface targets.  Personally, I found that the active setting had trouble tracking surface targets.  Therefore, I reserved the passive setting for surface targets and the active setting for submarine targets.

 

Those who play the returning submarines will find that they function as they have in Sub Command along with the additional auto-crew, damage control, and navigation map improvements.  There is also a new Active-Intercept and ESM auto-crew to add to the mix.  Experienced sub drivers will be able to play through the majority of the game using only submarines if they want to take their time learning the new platforms.  With the extensive manual and video tutorials, old Sub Commanders shouldn’t take long to adjust to the new units.  

For more on the Sub Command subs:
Los Angeles 688(I) class
Seawolf class
Russian Akula class attack sub

 

Artificial Intelligence

The AI performs well in most situations. Throughout the campaign entire surface actions groups would go into evasive maneuvers when I fired torpedoes at them and not once did their evasion patterns cause them to run into each other. Submarines and surface ships have effective evasion logic. They will always choose a logical escape route away from incoming weapons and will do more than just run in a straight line.

Surface units are also a lot smarter than they were in Sub Command. They will no longer be running around with their radar on 24/7.  They will actually keep their radar off so you won’t be able to easily classify and make precise solutions simply by sticking out your ESM mast.  Combine this with the fact that they may choose to move slowly and quietly, they may be real close by the time you detect them. 

The only AI quirk I noticed involves their use of anti-ship missiles.  I once surfaced a Kilo near some civilian shipping and a Frigate began firing Harpoons in my direction.  Most of the missiles hit the poor fishermen but what was really amusing was when a Ticonderoga missile cruiser decided to add more missiles to the fray.  The frigate was between myself and the Ticonderoga and unfortunately the Tico’s missiles obliterated the poor frigate. This missile quirk only occurred twice throughout my entire campaign experience so it did not really hamper my gameplay experience.  Overall, I found the AI to be worthy opponents.  

 

Currents and Sea States

Currents and sea states have improvements in modeling as well.  If you order a specific course and speed in heavy seas you may notice that the crew is constantly moving the rudder to the left and right to maintain a straight course.  At periscope depth, large waves may continuously obscure your view.  If you set your submarine to hover you may find that the current will cause some drift or slightly alter your depth. These are welcome advancements, as the weather in the previous game seemed to only affect sound conditions.   

 

Final Thoughts

Sonalysts has kept in touch with the community throughout the years and they will do the same with Dangerous Waters. They will listen to player comments to further improve the game.  Even better, they have stated that expansions to Dangerous Waters are possible if the game proves to be successful.

Multiplayer shows awesome promise due to the varied units available for play.  Dangerous Waters is the first simulation to include multi-station functionality. Multi-station enables players to be assigned to different stations on a single platform, in effect, crewing the ship. Through www.subsim.com forums, players should have no trouble finding online fleets or other players to test their skills against.  Those who are new to the game and wish to chat about tactics will find a community that has been here since Sonalysts first game, 688(I).  As of this writing, Dangerous Waters missions are being released by those who are using the packaged mission editor.   

Dangerous Waters is the Gold Standard of naval games, by far the most advanced tactical modern naval sim ever created. Sonalysts have delivered a product modeling air, surface, and subsurface units with meticulous detail.  With the re-playable campaign, player created missions, and a new “quick mission” generator, Dangerous Waters has enough features to keep us busy for years to come. 

Rating:  97

Realism Historical Accuracy Graphics Sound/
Music
Game play Repeat Play Stability
/Bugs
Multi- play Mission Editor
19/20 9/10 9/10 10/10 20/20 10/10 8/10 5/5 5/5
BONUS: +1 Video tutorials          +1 Huge Printed Manual

 

 

 Minimum Specifications
- Windows 98SE/ME/2000/XP
- 550Mhz processor
- 128 MB RAM
- Eight-speed CD-ROM drive
- Direct 3D compliant Video Card with 32MB RAM, (with DirectX 9.0b compatible drivers)
- Sound Card with DirectX 9.0b compatible drivers
- Desktop Resolution of 800x600 @ 16-bit color depth
- 590MB hard-drive space for installation
- Internet or LAN connection required for multiplayer

 Recommended System
- 1GHz+ processor
- 256 MB RAM
- Direct 3D compliant Video Card with 64MB RAM, (with DirectX 9.0b compatible drivers)
- 1GB hard-drive space for installation

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Also see:

SUBSIM.COM'S
Dangerous Waters forum

SUBSIM REVIEW'S DANGEROUS WATERS PREVIEW
SUBSIM Review's Dangerous Waters Dev Team interview
Sub Command Review

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