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ricnunes
Joined: 28 Feb 2005 Posts: 10
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Posted: Wed Mar 02, 2005 10:03 am Post subject: |
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NefariousKoel wrote: | AirborneTD wrote: | Not sure about the P3, but I've flown the Helo manually and I definately think the roll rates are too slow. |
Don't you guys mean "turn rates" instead of roll rates? :hmm: |
No, it was meant to be "Roll Rate" inded.
This is because you can turn (fast) an aircraft by using both Roll and Pitch axis (first by rolling the aircraft towards the side that you want to turn and then by pushing the stick backwards - therefore using the pitch axis).
But like I said before the other aircraft axis (Pitch and Rudder) looks very good so the only thing needed in my oppinion for the aircraft control in DW is to incress the Roll rates (leaving the Pitch and Rudder as they are now).
Resuming, what currently happens in DW is that you can inded turn fast an aircraft (since the pitch axis move quite well and fast) but you cannot roll an aircraft fast enough (specially when comparing to real live aircraft). |
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Spectator
Joined: 22 Nov 2002 Posts: 384 Location: germany
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Posted: Wed Mar 02, 2005 11:02 am Post subject: |
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that's true. even a 737, 747 or to stay with turboprops a dash8 can roll a lot lot faster altough in most cases this is not done it is possible, that's what counts |
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Molon Labe
Joined: 16 Jun 2004 Posts: 1052 Location: Bloomington, IN, USA
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Posted: Wed Mar 02, 2005 12:59 pm Post subject: |
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1.Have an option to turn Truth off for self-launched/allied weapons. It's rather surprising that this Truth is on no matter what in DW.
Perhaps replace it with a dead reckon track (or DR link track) that dissapears at the end of that weapon's range. Wire guided weapons would be exempt of course. (Us SSK drivers will probably love breaking out the old stopwatch!)
2. Create a missile launch transient waring similar to the good old "torpedo in the water" warning.
3. I'm assuming that you should not be able to shoot down an incoming ASM with the .50 cals.
4. Fix missile targeting exploit. (PMed description to Jamie)
5. I second the common CM/dead hulk complaints.
A big thank you to everyone at SCS for their hard work. I hope that this list doesn't make me sound too negative; no one else would have made a game like this and I'm very happy for what I've got! |
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Snakeeyes
Joined: 27 Nov 2004 Posts: 300 Location: Atlanta, Georgia
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Posted: Wed Mar 02, 2005 1:34 pm Post subject: |
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Does anyone noticed this or agree?[/quote]
Heck yes. The Seahawk may be weighed down with ordnance but it has one of the most powerful transmission/engine/rotor systems in the world (for a medium lift helo).
They don't need to make the roll rates like an unloaded MH-6 Littlebird... but does need to be more nimble.
airborne platforms are lower on my list... I need more realistic torpedoes. |
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cwchute
Joined: 30 Apr 2002 Posts: 75 Location: Cape Cod, MA, USA
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Posted: Wed Mar 02, 2005 2:59 pm Post subject: |
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Is it just me, or does it sound like recip engines on the P-3? Sure doesn't sound like turboporops to me...... (in external view) |
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MaHuJa
Joined: 10 Jan 2002 Posts: 447 Location: 59.96156N 11.02255E
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Posted: Wed Mar 02, 2005 5:08 pm Post subject: |
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Renzie wrote: |
I really, really need a recipe for your SM-2/Harpoon issues. If I could create them easily, they would not be in the game, so I need help from you in order to fix them. Whatever you can do to recreate the bugs is a huge help to me. For example:
(If you aren't using a canned mission, I also need your mission)
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This is regardless of mission
Quote: |
1) I went to the Weapons Control screen and loaded an SM2
2) Went to the CIWS screen and put it on auto
3) Went to the NAV screen and changed the classification of a helo to a tanker
4) returned to weapons control and went back to the SM2 launch panel.
5) assigned new classified tanker as target and began launch of sm2
..... |
wrong wrong wrong wrong....
1. Load a missile
2. Unload/Jettison
3. Before #2 procedure is finished, go to ciws screen (or gun or other stations entirely, I think that worked the same)
4. Return (before #2 finishes*, or anytime, or after, not sure if it has any effect)
5. Fail to load another missile
I believe I've done the error of leaving it while unloading once without the launcher locking up, but I don't know what was special about it/what I did. I have a vague suspicion it was * but I'm not sure. |
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Biologic
Joined: 08 Feb 2005 Posts: 29 Location: UK
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Posted: Wed Mar 02, 2005 9:01 pm Post subject: |
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Here's my minor request:
While the choice of weapons on the P3 is brilliant, I would still like it to have a dedicated anti-ship missile in the form of the Harpoon. I assume there wasn't the time to model them but it just seems a strange omission esp. when you have mavericks and SLAM-ER to play with (which are cool btw )
I also agree that truth for missiles should probably be an option. |
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andrius
Joined: 12 Apr 2004 Posts: 22 Location: Lithuania
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Posted: Wed Mar 02, 2005 10:19 pm Post subject: |
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would be nice to have possibility draw lines in game and view gridline |
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Krasch
Joined: 14 Mar 2001 Posts: 190 Location: Portland ME
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Posted: Wed Mar 02, 2005 10:40 pm Post subject: |
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I know its been mentioned else where, but just so it wont get missed. I would like to see better control of the OHP's helo, even if its only just the Fleet Command NAV screen control with search areas and dipping sonar, that would be fine by me.
Thats my two cents,
Krasch |
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hachiman
Joined: 25 Dec 2001 Posts: 722 Location: Edinburgh Jockland
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Posted: Thu Mar 03, 2005 7:58 am Post subject: |
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Invisible Scenery with Show Truth and Link Data Off.
Perry's Demon is not Accurate .
Auto ESM only Mark Contacts'but don't classify.I know this is the way it's described in the manual'but why would'nt they???I think this should be implemented if they narrow it down to 1 Platform type. |
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yannper
Joined: 01 Mar 2005 Posts: 58
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Posted: Thu Mar 03, 2005 9:29 am Post subject: |
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cwchute wrote: | How about adding a player activated GQ klaxxon on the OHP, for atmosphere....?
A minor thing, I know, but...... |
Motion Seconded |
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Renzie
Joined: 04 Feb 2005 Posts: 220 Location: Waterford, CT
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Posted: Thu Mar 03, 2005 10:52 am Post subject: |
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MaHuJa wrote: | wrong wrong wrong wrong.... |
sheesh, it was only an example....
Quote: |
1. Load a missile
2. Unload/Jettison
3. Before #2 procedure is finished, go to ciws screen (or gun or other stations entirely, I think that worked the same)
4. Return (before #2 finishes*, or anytime, or after, not sure if it has any effect)
5. Fail to load another missile
I believe I've done the error of leaving it while unloading once without the launcher locking up, but I don't know what was special about it/what I did. I have a vague suspicion it was * but I'm not sure. |
This is perfect.....Thanks |
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Lane
Joined: 10 Jan 2002 Posts: 975 Location: Southwest , Indiana USA
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Posted: Thu Mar 03, 2005 3:19 pm Post subject: |
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Mast wakes, for all the subs
And a Fuel gage for the Kilo-Class Diesel
Lane |
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timmyg00
Joined: 11 Jan 2001 Posts: 1003 Location: The People's Republic of Massachusetts, USA
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Posted: Thu Mar 03, 2005 3:49 pm Post subject: |
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Molon Labe wrote: | 1.Have an option to turn Truth off for self-launched/allied weapons. It's rather surprising that this Truth is on no matter what in DW.
Perhaps replace it with a dead reckon track (or DR link track) that dissapears at the end of that weapon's range. Wire guided weapons would be exempt of course. (Us SSK drivers will probably love breaking out the old stopwatch!)
2. Create a missile launch transient waring similar to the good old "torpedo in the water" warning. | I second these... and I should, since I've been asking for them since... well I won't say when
TG |
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TLAM Strike
Joined: 30 Apr 2002 Posts: 4866 Location: Rochester, New York
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Posted: Thu Mar 03, 2005 4:06 pm Post subject: |
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Oh almost forgot! SKHVALS ON THE KILO!!
The PRC purchased and bunch so did Iran!
I assume Russia has them and could load them on the Kilo. :hmm:
Why no Skhval on the Kilo in DW?
It was made for boats like the Kilo to have a fighting chance against western SSNs. |
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