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Dangerous Waters |
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TroubleshootingAsk Thomasew
Problem: Getting an error message now when try to open game from Desktop. Message reads: "Failed to initialize graphics display." Solution: You need updated graphics card drivers. Read all below.
Problem: The game locks up and/or
freezes. If new drivers don't cure lockups, try decreasing your accelerations or disabling the 3D sound in the game options. One player stated, "I found what on at least my Win2k machine what was locking the game up. I like a number of others have a SoundBlaster Live!Value card. I tried lowering the acceleration, that did not solve the problem. What worked was to turn off 3D sound in the games Options panel. I still hear all the sounds, but of course they are not in 3D."
Sound Blaster Live? Get the new drivers here: Creative.Com "I was having some nasty lock-ups that were making the game unplayable. After reading about other people's similar woes in here, I finally went and got the latest drivers for my Soundblaster Live Platinum card, and that was the ticket. No more total lock ups." "I had the same problem, which was solved by updating my Sound Blaster Live! drivers. No more CTDs. If you have a SB Live!, this is definitely the first thing to try. " "I'm using a Live Value and did find the latest drivers at the Creative.Com site. I also slowed my DirectX audio acceleration down one notch and that seems to correct the problem. Awesome sim! I expect I'll wear out the CPU and my keyboard before I stop enjoying this one." "My problem was my sound drivers. I thought I had the newest ones but they were version 4.06. The latest drivers for SB live is version 4.11. Upgrading them fixed the lockup problems." "I have a sblive and had lockup problems too. Run dxdiag and check your soundcard drivers to see if they are 4.08 or ABOVE as spelled out in the small white install guide you get with the game. I thought my drivers were current but they were not."
BE SURE to check Subsim Downloads for the latest patch for Dangerous Waters
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TACTICSThe latest in a long line of excellent Sonalysts nuke subsims, Dangerous Waters brings features combat on both side of the waves. TimmyG00's Top Secret Tactics FFG : ASW Towed Array Sonar quick-tip: Resolution of ambiguous bearings is simple. As in a sub, you will turn the ship. You must then watch the contact's trace on the Broadband display; if it moves UP, resolve the bearing of the contact in the direction of your turn. If it moves DOWN, resolve the bearing of the contact in the direction opposite your turn. Hull Sonar: I have not yet found a reason to use Single-Beam or Omni modes while using Active Sonar. Omni-Rotational is the mode of choice when prosecuting submerged contacts. Helo Ops: NEVER-NEVER-NEVER put the FFG CIWS System in FULL AUTO when conducting Helo take-offs and landings… the CIWS system will shoot down the Helo. Instead, if you are expecting threat missiles and MUST launch or recover a helo, set the CIWS system to AUTO. Engaging submerged targets with the MH-60: In single-player missions, you can send an embarked AI Helo to attack an enemy sub without being concerned that the sub will surface and shoot your helo down with a SAM, even though the AI helo will hover right over the target datum when it drops its weapon. The AI subs’ loadout does not include the shoulder-fired SAMs. However, in Multiplayer missions, you’d better bring a friend along to fly your helo for you. A human pilot in the MH-60 will more likely be smart enough to stay out of the enemy sub’s SAM range when he launches a torpedo.
Torpedoes: Your torpedoes (Mk 46 and Mk 50) have a short range compared to heavyweight torpedoes (MK 48 and UGST) that carry more fuel. If you try to get within range of an enemy submarine in order to use your torpedoes for a kill, you may find yourself regretting that decision while trying to evade your enemy’s torpedoes or missiles. Instead, use your torpedoes as a "scare-off" weapon to force an enemy sub to break off an attack or approach; they can also be used when a submarine is detected at close range (for example, a Kilo, which is hard to detect passively and might sneak up on you, or in poor acoustic conditions). One other use for your torpedoes would be in weather conditions that would not permit helo operations. Your primary means of engaging a submerged target should be the MH-60 helicopter. It adds range to your sensors and your weapons, and it’s a faster way to put "steel on target". EMCON: For a surface vessel, your ship is very quiet to begin with, and while it is not "stealthy", it can be difficult to classify, under the right conditions. One of these conditions is that your ship is at EMCON. EMCON stands for Emission Control, and refers to the securing of any electronic emissions (RF Comms, Radar, Sonar). If visibility is good and you do not expect any surface or air threats, secure (turn off) your surface and air radars. Also, if you believe that the tactical conditions permit, you should limit your usage of active sonar as much as possible. If you begin a mission by pinging away on active sonar, you will have already given away your presence as an ASW threat to your prey, even if he can only see one narrowband line from your ship. This reduces or cancels whatever degree of surprise that you may have had. SSMs: The FFG’s Surface-to-Surface missiles will not hit a surfaced submarine. However, the ASMs from the P-3 and MH-60 WILL hit a surfaced submarine (more on this later). FFG : ASUW, Gunnery, and Self Defense CIWS: Remember that the CIWS system has a no-fire zone at the bow of the ship. If you are expecting threat missiles from ahead of ownship, approach your target from an angle that will allow the CIWS to engage incoming missiles. EMCON: The same tips from above apply for EMCON when engaging surface contacts. .50-Caliber Ops: The .50 Caliber machine gun is only effective against small craft. No matter how long you pump rounds into that Supertanker, it will not show damage or be damaged. Don’t even try. KILO : ASW There is not much to say about the Kilo with regard to ASW operations. The Kilo, with no towed array, is not likely to detect the most modern threat submarines. The best advice for the Kilo driver is to keep a couple of USET-80 or TEST-71M torpedoes at the ready for a Snapshot if inbound torpedoes are reported. Some Kilo models do carry the SS-N-15 Starfish standoff missile/torpedo; this weapon would most likely be used by the Kilo driver who has learned about an enemy sub’s location via the Link, and is tasked to use his Starfish against the target. The Kilo’s best protection against submerged threats is its STEALTH. As a modern diesel-electric submarine, the Kilo is quieter at typical patrol speeds than any of the other playable submarines in SCS-Dangerous Waters. Cavitation or snorkeling (to recharge batteries) means all bets are off, and you will lose your stealth advantage during those times. A couple of good general rules to maintain stealth in the Kilo are: - DON’T CAVITATE. - If your sonar displays are washed out, you are probably going too fast for stealth. Slow down.
KILO : ASUW and Anti-shipping For reasons described above, the Kilo is most useful against surface shipping. Since this is true, it becomes necessary to use all sensors available, including the periscope and ESM, in order to conduct successful attacks. As previously described, the Kilo’s stealth advantage is negated by higher speeds; also, the Kilo’s top submerged speed is about 20 knots. Therefore, it can be quite difficult to gain an attack position if you’re already starting behind your target(s). In some missions, this cannot be helped. When possible, however, you will want to gain an attack position ahead or abeam of your target. The average maximum range for the Kilo’s various torpedoes is 20km, with top speeds of only 40 to 50 knots. For fast or potentially-fast targets, it’s a good idea to launch torpedoes from well within their range radius, to avoid the possibility that the target will be able to get outside the weapon’s effective range.
P-3C and MH-60 ASW MH-60: Watch your dipping sonar’s scope (deployed distance) when operating over shallow waters. It could be damaged by hitting the bottom. MH-60: If you’ve ordered zero speed (hover) and you never seem to get below a certain (very low) speed, you are being affected by wind. Change your heading in 10-degree increments until you get to the desired speed. Both: When deploying sonobuoys, you must bear in mind the laws of physics. A sonobuoy launched at high speed and altitude will travel further from the launch point than one that was launched from slower speed and lower altitude. This must be taken into account when planning and deploying a buoy field. These same physics principles apply to any object that you drop from an aircraft, like mines and torpedoes. Both: The maximum range on each gram display at the acoustics station is 12,000 yards or 6nm. As a practical matter, most buoys will not detect the quietest modern subs at that range. Therefore, you'll want to lay your "buoy field" with less spacing between buoys than 12nm (twice the radius of a buoy's theoretical maximum detection range); 9nm should be the maximum separation between your buoys (less would be better, but you only have so many buoys per flight before you'd have to land and reload), and still might not even detect a submerged Kilo with that sort of overlap. However, it will give you the best chance of detecting your target. Your Nav Map drawing tools are very helpful in planning a buoy field. Place position markers and measure 9nm or less between each one; you will be able to see these markers at the ATO and TACCO stations, and can place your buoy drop waypoints close to those markers. Both: If you are playing a single-player scenario, you can fly all day over a target submarine and not worry about SAMs from the sub; the AI subs do not have SAMs in their loadout. If, however, you are playing a multiplayer scenario, and you have some information as to the location of the enemy sub (range/bearing or bearing only), you will want to make an effort to stay out of the enemy sub’s SAM range (3.5nm). Sneaky sub drivers (and those who care nothing for realism) might try to bait you into flying down their bearing by surfacing briefly and running the radar. Do NOT fall for this unrealistic tactic. Instead, try "skirting" the bearing and dropping buoys on either side of the bearing line. Both: The Mk 46 and Mk 50 torpedoes have sufficient range for you to launch them from a "standoff" range that will keep you out of the sub’s SAM range. Don’t get cocky. P-3C and MH-60 Strike and ASuW Both: In order to launch Hellfire or AGM-65 Maverick missiles, you must be "pointed" at the target. MH-60: When conducting strikes in an area protected by SAM sites, you must first determine the location of the SAM site(s) so that you can avoid them. If you’re flying the MH-60, you will hover in two different spots, observing the ESM bearing of the SAM site’s radar emission each time. Place a line of position marks along the ESM bearing. Where the two lines of chart marks intersect is the location of the SAM site; each site has an effective radius of approximately 3.5nm. Furia's FFG Hunting Guide As a lead beta tester, I have been testing intensively the FFG and the
helo. I can tell you the things I have learned about the platform and how to
make the most use of it. Thomasew's Safe Speeds with which to operate the Dipping Sonar (Hydrophone) If the Dipping Sonar is in the Water, .. the safest speed that you can fly at, .. without ripping the Dipping Sonar off, ... is ~30 knots. However, ... I recommend you not go above 25 knots. Use of the Dipping Sonar, .. i.e. monitoring for contacts, .. is good up to 8 knots, .. as any faster than that, .. and the Sonar will 'wash out', .. and you will lose contact information. 5 knots is better ... . However, the only time when you would NEED to be moving, .. whilst Dipping, .. is when you are actually closing with the contact ... in other words .. to close the range, .. but, this would be fine-tuning. You can close much faster at 20 - 25 knots, .. and even faster, if you increase your altitude so that the Dipping Sonar clears the water, .. and set your speed up to 80 knots. If you have the Dipping Sonar out of the water, ... your maximum safe speed is ~90 knots, .. but, again ... I would recommend you not go above 80 knots. One of the most important things to remember, .. when flying the Helo, ... and Dipping, ... is that the speed shown on the Taskbar, .. or at the Pilot's Station, ... is Relative Speed ... NOT Ground (actual) Speed. This is very important when giving Speed Change orders. Although you may be hovering (ground speed = ~0), .. your relative speed may be 15 knots, .. as a result of the wind speed. If you want to move off at 5 knots .... DO NOT add 5 knots to your indicated speed, .. as that will be interpreted as 20 knots. Irrespective of whatever speed is displayed, ... set your speed for the ACTUAL speed you want to fly at. DO NOT add or subtract from your indicated speed. When it comes to wind speed, ... the relative speed of the Helo can be a little misleading. Relative Speed on the Helo, .. is considered in the Fore and Aft plane only ... NOT lateral. So, .. if you had a 10 knot wind blowing FROM 270 degrees, ... and you were hovering with your heading at 000 degrees, .. your relative speed will now indicate 0 knots. This is technically incorrect, .. as the Helo still has a Relative Speed, ... but in the lateral plane. It's not a major issue, .. if you set your speed for 0 knots, ... no matter which way you are heading ... your ground speed will always be 0 knots. You will experience some drift, .. but it's in no way close to any indicated speed on the taskbar or pilot station. Couple of tips for the Demo:- The Mission takes place in Shallow Water, .. thus your 'Deep' buoys will be useless. They operate at 400 feet, .. and in the Demo Mission they will end up in the Mud. So, .. at the Loadout screen, .. chuck out all the Deep Buoys, .. and stock up on the Shallow Ones. At the same time, .. throw out all the BT Buoys, .. for the same reason above ... you won't be needing them. The default 'Dipping' height is 50 feet ... shortcut key=Shift+2. If you use the default height, .. you only need to stream the hydrophone out to 150 feet. That'll give you 100 feet in the water, .. which is sufficient for operating in Shallow waters. If you prefer to hover higher (there will be instances when you will WANT to do that, .. but not in the demo) .... then adjust the hydrophone cable length accordingly. Be very careful about hovering low e.g. 50 feet, ... and then moving off at high speed. The Helo will drop in altitude as it moves forward, ... and the greater the increase in speed, ... the greater the tilt of the rotor, .. which will cause the Helo to lose altitude abruptly .... and you'll probably end up ... swimming with da fishes. 1st Update: DICASS buoys need 3 Grams to use them in ACTIVE Mode (pinging). If all your Grams are currently tuned to other buoys, ... in addition to the DICASS buoy, ... then use the GRAM CONTROL selection buttons and the FREQUENCY SELECT wheels ... to re-tune those Grams to Channel 00. This will clear any data from the Gram. As soon as you have 2 non-assigned Grams, .. then click the MODE switch on the DICASS buoy, ... the first click will put the DICASS into Directional Mode (uses 2 Grams), .. and a subsequent click of the MODE switch, .. will put the DICASS into Active Mode (using 3 Grams). Although the DICASS is now in Active Mode, ... you still need to start pinging, .. by pressing the XMIT button on the lower left of the controlling Gram. The XMIT will ONLY appear, .. once the DICASS buoy has been put into Active Mode. Using MAD. Firstly, .. although the MAD sensor is streamed, ... it is not automatically ON. You need to turn the MAD on from the MAD/ESM station. The autocrew does not need to be on for them to report MAD/SAD detections. The only time you will need to turn the Autocrew on, at the MAD/ESM station, .. is for ESM detections. Although every situation could be different, ... a good MAD/SAD search altitude would be ~250 to 300 Feet. Speed is not critical, ... but, keep it below ~80 knots. Merging Contacts. You cannot 'Merge' contacts on the Helo. Lines of intersection, from your buoy detections, .. are the way to triangulate a solution. You will need to 'manually' update i.e. MARK ... the contacts from time to time ... in order that the Nav Map can display a new intersection point.
Voice Commands Doc - all the sub, frigate, helo, and Orion voice commands in one document
TO LAUNCH SPECIAL FORCES TEAM Special Forces are launched from the Nav map at a specific surface or land target. Ownship speed must be at 3 kts or less and you must be at periscope depth or less. Right-click the desired target to display the Contact menu. If Ownship is at periscope depth and has a speed of 3 kts or less, the Deploy Special Forces option is available in the Contact menu’s Engage With menu option.Select DEPLOY SPECIAL FORCES. Your Executive Officer notifies you when the team is away. NOTE: The Deploy Special Forces menu option only appears when all of the following parameters are met. The SF team is still on board; Ownship is traveling at 3 kts or less; Ownship is at periscope depth or less; you are viewing the Contact menu for a surface platform, or land site. (Special Forces cannot be deployed against air or submarine platforms.)TO RETRIEVE SPECIAL FORCES TEAM When you are directed to retrieve a Special Forces team, maneuver the ship to the ordered location at the specified time and maintain the speed as designated in your tasking message. While mission-specific instructions may vary, generally your speed must be 3 kts or less and you must be at periscope depth or less.
SonarThe bow sonar only picks
up higher frequency ranges, so detecting subs and warships with this will be
difficult. Even though this was mentioned in the old 688i game, it would
appear they 'relaxed' the parameters to where it would pick up anything. Based
on that I thought something was wrong in the new game. I went back and created
a mission with a speedboat instead of a warship and presto, the bow array did
indeed pick it up. User error, as usual. It is much harder to detect contacts,
but is probably more realistic and more challenging which is fine. There are no numbers on the Akula bearing Indicators for the inner arrays. You must refer to the numbers on the outer edge of the display. Be aware that when you turn Ownship your towed array does not begin to turn until it reaches the point in the ocean where the ship began its turn. As a result, Ownship appears as a contact on the towed array during turns. Ownship’s speed can affect your ability to detect contacts in Narrowband. When the entire signal line is near the top of the display this indicates that background noise is very high. This usually happens when your speed is over 5 kts for hull array contacts or over 15 kts for towed array contacts. Decrease your speed to reduce water flow over the array. Straight lines indicate a consistent signal. Curved or wavy vertical lines represent distortions or variations in the signal. If the signal is weak you may have to click more than once to designate the contact and assign the tracker. You cannot assign a tracker while the game is paused. If the contact that you have classified in Narrowband has not yet been assigned a Contact ID (S1, S2 etc), a contact ID symbol does not exist for that contact on the Nav map. You can not complete the contact classification process on the Nav map until the contact has been assigned a Contact ID. You can classify contacts in ESM, Stadimeter and Narrowband. The Classification dialog highlights the name of the class that was most recently classified by one of these sensors whenever you select that contact on the Nav map. Turns per knot for military and civilian ships are found in USNI Reference. Click CIVILIAN in the Country column then the name of the ship type to find TPK information on Civilian ships. To stop the transmission of continuous active sonar pings on any of the submarines, click again on the TRANSMIT button Due to varying water temperatures at locations around the world, a distinct thermal layer is not always present. People complaining about the auto-crew picking up contacts that you can't see in the waterfall. Well they may not show up graphically, but if you scan the bearings, you will get a small signal-to-noise hit of 4 to 8 or so. This is a potential contact even though it doesn't come through on the speakers, doesn't show a line in ITA, and can't be classified in narrowband. S/N is shown in the Seawolf on the right numerical data display, can't remember off hand if/where it is on the Akula or 688i. by Paul Tobia "I was playing "Iran the Straits" last night and things were going fine when all of a sudden my towed array started showing bright background noise as if I were moving at high speed, which I wasn't. The bow sonar didn't display this noise. In the narrowband sensors, it kept pulsing between high-noise and low-noise readings but eventually settled on high-noise." The game models physics very carefully. In shallow water at low speeds your towed array can actually drag the bottom and cause the phenomenon above. Retract it some, gain speed, or change your depth.
Sonalysts Game Design Notes:
Torpedoes
Target Motion Analysis (TMA)
TMA bearing lines are color coded to indicate its source.
UUV active sonar Green The first letter of the contact ID represents the source of the data: for Sonar (passive, active, UUV)
Dangerous Waters uses the following colors to denote side alliances.
Orders
Attack strategyAs an Akula Commander, I have discovered one of the best ways to deal with ADCAPs is not to get close. As long as I am not under ice, this technique has shown a 100% kill rate against a 688I or Seawolf class. I drop speed very slow, 2-3 knots and drink one cup of coffee and two cups of patience. As soon as I firm up a solution (changing depths and headings) I use the best standoff weapon I can find. The Stallion. It has taken as many as three for the Seawolf, but the range is beyond anything the Seawolf can deal. Ideally I fire one and get the others ready. Once the Seawolf begins to evade, her speed kicks up and even she can be heard at 32 knots. Then it is just a matter of time. Also while she is running blind there is ample time to sprint into other positions. What an incredible game. -- Andy AKULA II tactics
Evasion
Miscellaneous
Eric Fox's Akula Training Guide - These missions are being designed to build upon knowledge obtained in the original three training missions that were released with the game Sub Command. The training missions will hopefully help the beginner and intermediate level captains pick up valuable knowledge and learn useful operational tactics. They are intended to provide a controlled environment to practice or evaluate specific tactics or equipment.
Also see: Subsim Review Tactics & Tips for Sub Command
1) This table was quickly checked at two ocean locations and gave the same results. 2) The table shows depth and speed just before cavitation occurs, for example, the 688I cavities at a depth of 211 feet at 16 knots. 3) One strange fact noticed with Seawolf and 688I while ascending. If you run a high speed and depth, but comfortably before the onset of cavitation and while keeping the same speed, ascend to a depth, planing to stop just before cavitation depth, you will get the message “cavitating”, “not cavitating”, several times on the way upwards. When you arrive at the planed depth you will not be cavitating. For example with Seawolf at 365 feet and 28 knots, change depth to 336 feet. 4) The figures for Seawolf at 14 and 15 knots are a little strange. 688I Seawolf Akula II and Improved Knots (feet) (feet) (meters) 9 74 - 23 10 96 - 29 11 117 82 36 12 139 104 43 13 157 126 49 14 175 147 55 15 193 147 61 16 212 162 68 18 248 191 80 20 284 220 93 22 321 249 106 24 357 278 118 26 393 307 131 28 430 336 144 30 466 365 157
BUGS The most common "bug" is the player not reading the manual and understanding the simulation. Before you cry "bug!", read the manual carefully.
Sonalysts Combat Simulations Dangerous Waters Voice Recognition Commands and Syntax Key [ ] = words inside are optional (the command will be recognized whether these words are spoken as part of the phrase or not) n = any single digit number nn = any double digit number (note that some numbers will not be valid for certain commands)A full listing of the Voice Commands can be found on CD1 in the folder Manual
Notes
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