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Old 02-02-18, 04:56 PM   #1
ragnar1242
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I just want a little more in depth ESM. In game stuff is not anywhere as useful as it could be
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Old 02-02-18, 07:28 PM   #2
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Originally Posted by ragnar1242 View Post
I just want a little more in depth ESM. In game stuff is not anywhere as useful as it could be
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Old 02-02-18, 07:53 PM   #3
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   #4
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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 02-03-18, 04:10 PM   #5
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I second the request for the dot plot indicator. (I'm thinking for TMA bearing analysis and ranging ?). Half the game is figuring out where and when to shoot.

Also, don't some/most torp's have an acceleration upon target acquisition? I'm thinking of the associated range reduction for an early enabler that then burns fuel up before they know where they're heading. And that faster speed is what the target has to evade.
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Old 02-03-18, 07:59 PM   #6
The Bandit
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Originally Posted by GravityWave View Post
I second the request for the dot plot indicator. (I'm thinking for TMA bearing analysis and ranging ?). Half the game is figuring out where and when to shoot.

Also, don't some/most torp's have an acceleration upon target acquisition? I'm thinking of the associated range reduction for an early enabler that then burns fuel up before they know where they're heading. And that faster speed is what the target has to evade.
Not sure about reality but the fish do have different pre-enabled / enabled and seeking speed. Never seen them accelerate on acquisition before aside from coming out of their search pattern.
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Old 02-06-18, 04:52 PM   #7
Capt. Morgan
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I'm thinking that with the big improvements added to 1.09e, it might be easier to add some variety to CW.

I'd say that almost all neutral contacts I encounter are trawlers, It would certainly make the game more nerve-wracking to have a wider range of neutral vessels to have to sort out.

Also, having transits to missions occasionally interrupted by contact with neutral or friendly vessels, I've only ever bumped into Soviet assets so far. Having Rules of Engagement modeled with friendly units would be a bonus - such as an extremely low but ever present chance of being attacked if detected, and an instant order to RTB with subsequent court martial should you sink one.

More mission types, like just being ordered to patrol a certain area (wouldn't have to be counted as a mission - just an order until a real mission happens), or recon missions (handled like a spec-ops but with no weapons restrictions - having single or multiple connected zones - completed when you raise periscope in each). Mine laying (again modeled on spec-ops, only loading mines instead of troops - You'd just need a different icon as the same restrictions on weapons would apply), Baltic missions - maybe spy insertions, just like spec-ops but without the weapon restrictions).

[edit] I've just started playing at realistic level, so my apologies if any of these suggestions are already implemented at realistic or elite levels... and that since posting this, I'm running into every kind of neutral ship except trawlers
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Last edited by Capt. Morgan; 02-07-18 at 03:29 AM.
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Old 02-16-18, 05:52 PM   #8
ragnar1242
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Quote:
Originally Posted by GravityWave View Post
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.
Instead of drills lets just have random dryer fires lol
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