Possible Bugs / Suggestions

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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goulash
Posts: 91
Joined: Thu Aug 04, 2011 5:06 pm

Possible Bugs / Suggestions

Post by goulash »

Ok first of all let me say that I am in no way a naval war expert etc. Just a couple of things I have spotted during gameplay which makes me go eek and some things that I would love to see. Some of these questions are just off the top of my head and I have not really got to grips with the game so apologies if these things are already covered etc.


1. There is a 1950 scenario I just played (I think it is the north Korea patrol boats one) anyway, should it be possible to steer control a mk9 torpedo?. I would have thought no but seem to be able to in game.

2. On the advance ASW mission, I find it really irritating that I cant tell the Nimrod when and where to drop active sonar buoys. Seems like they default to getting all passives out then auto drop actives. Would be nice with more control over this unless I have missed something?.

3. I notice that the zoom can get stuck/lag when you still have a ship etc selected. When you de-select the zoom stats working ok again.

4. Would be nice if the scenario brief could have a button that can link to a video file or gfx file. I would love to do a video brief when creating missions.

5. Sounds = currently this more needs work IMHO. Not sure if sounds should just be set to activated units only so you can do more with them without them potentially sounding terrible. Can we mod sounds etc? I want to here the words Fox1 when launching missile etc :) [:D] not quite as cheesy as that but would be nice to have options.

6. Plot course F3 button really does my head right in and to be honest I would prefer to have a toolbar or similar to do this rather than using the F3 button ( or even ability to map it to space bar or something). Maybe this is just a fact of me having to get used to it.

7. Mentioned before but I can confirm that in the sub tutorial mission, the sub sometimes launches 5 torpedoes in one go. Also would be nice to be able to see own sub decoys when launched.

8. Is there anyway of adding a custom colour to target icons when creating scenarios. Let me explain, I tried the Iraq war scenario and the author refers that targets are marked. I notice that you have to zoom in really close to identify and mark the targets e.g. the text states it is a target as specified by that scenario author. Anyway on a large scenario this would be a pain especially when near lots of other non important buildings. I think it would be a good idea if the authors of scenarios could highlight the map targets by changing there colour so I don't have to keep on zooming to extreme levels to mark them for my bombing missions.

9. Do we have a civilians in the database. I would love to make a scenario when civilian casualties must be kept low thus accidently straying of target will then give a major penalty. Nice if you could have icon representing 1, 5, 50, 100. Then again some sicko will just do a mass of them and use a nuke = I can see that happening :)

10.






bsq
Posts: 682
Joined: Thu Jan 04, 2007 11:11 pm

RE: Possible Bugs / Suggestions

Post by bsq »

ORIGINAL: goulash

2. On the advance ASW mission, I find it really irritating that I cant tell the Nimrod when and where to drop active sonar buoys. Seems like they default to getting all passives out then auto drop actives. Would be nice with more control over this unless I have missed something?.

We never used to drop that many active buoys, only when we had a contact on passive and had worked out pretty much where it was would we go 'active'. Even then, generally, we would only go active if we had lost the element of surprise (nothing better than the first clue a submariner has that we had him was the splash, then high pitched whine of lightweight torpedo just as it goes active...). Besides in terms of cost it was like dropping a Volvo or BMW every time we did.

So once again, good modelling?
goulash
Posts: 91
Joined: Thu Aug 04, 2011 5:06 pm

RE: Possible Bugs / Suggestions

Post by goulash »

OK I go a situation where I knew the sub was launching misiles from a certain point but could not throw a active in or around his location. I tried the bearing attack with about 6 torps all over the place and they all missed even though I was spreading etc. I just wanted to drop a active in his location. Also are passive buoys that weak e.g. a sub has to be very close to them?
User avatar
FireForEffect
Posts: 19
Joined: Fri Sep 27, 2013 8:25 pm

RE: Possible Bugs / Suggestions

Post by FireForEffect »

ORIGINAL: goulash

9. Do we have a civilians in the database.

There are civilian ships and aircraft in the database under "civilia/generic/commercial", and you could rename/change other ground units to model civilians and then use the event/trigger system to make killing them incur point penalties or even trigger any other number of options (kill civilian shipping of a neutral country makes their navy turn hostile to you).
goulash
Posts: 91
Joined: Thu Aug 04, 2011 5:06 pm

RE: Possible Bugs / Suggestions

Post by goulash »

Nice one thanks, will look into the event triggers and scenario tools when I get back from Holiday which starts in 2 days = no pc for 10 days :(. For now I am going to try and get a good feel for the game and just hope to get a way to improve current performance on my machine.

10. This may be accurate but should a sub going at flank below layer pick up a ship contact. I thought Cavitating at flank speed would render all passive sensors useless. I noticed that I actually did rush to area b in the sub tutorial but was still able to pick up the warship contact from quite a distance away.



goulash
Posts: 91
Joined: Thu Aug 04, 2011 5:06 pm

RE: Possible Bugs / Suggestions

Post by goulash »

ORIGINAL: bsq
ORIGINAL: goulash

2. On the advance ASW mission, I find it really irritating that I cant tell the Nimrod when and where to drop active sonar buoys. Seems like they default to getting all passives out then auto drop actives. Would be nice with more control over this unless I have missed something?.

We never used to drop that many active buoys, only when we had a contact on passive and had worked out pretty much where it was would we go 'active'. Even then, generally, we would only go active if we had lost the element of surprise (nothing better than the first clue a submariner has that we had him was the splash, then high pitched whine of lightweight torpedo just as it goes active...). Besides in terms of cost it was like dropping a Volvo or BMW every time we did.

So once again, good modelling?


I found the Key = ] or [ drops a bouy of at your command which I find extra cool
bsq
Posts: 682
Joined: Thu Jan 04, 2007 11:11 pm

RE: Possible Bugs / Suggestions

Post by bsq »

ORIGINAL: goulash

OK I go a situation where I knew the sub was launching misiles from a certain point but could not throw a active in or around his location. I tried the bearing attack with about 6 torps all over the place and they all missed even though I was spreading etc. I just wanted to drop a active in his location. Also are passive buoys that weak e.g. a sub has to be very close to them?
Passive bouys used correctly have a far better chance of picking up a sub. As for range, they will get contact further away than an active bouy as the sound only has to travel one way. Additionally the batteries providing the energy for the active ping soon get drained if they are used too much, whereas passive bouys last for hours...
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