Updated manual

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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Immune
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Joined: Tue Jun 10, 2014 9:05 pm

RE: Updated manual

Post by Immune »

Agreed!
Casinn
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RE: Updated manual

Post by Casinn »

Nice post Immune, welcome to the boards. (wasn't going to read all that, but glad I did. haha)
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AFIntel
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RE: Updated manual

Post by AFIntel »

FWIW...

I spent 17 years in Air Force Intelligence. This is one of the most technically accurate simulations ever seen for real-world warfare.

It's never crashed on me once.

It's light-years ahead of simulations from just a decade ago.

Is it perfect? No. But just for the record: Airworthiness Directives are still being issued to correct and repair Boeing 727's...an aircraft that was last produced 30 years ago. Nothing is perfect.

To the devs: Keep on keeping on...

Eddie
Immune
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RE: Updated manual

Post by Immune »

Thanks for the welcome, Casinn. I am sorry, it was very longwinded...just kind of all rolled out onto the keyboard. :)
morphin
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RE: Updated manual

Post by morphin »

One thing i really suggest is the excellent wiki from Baloogan:

http://wiki.baloogancampaign.com/index.php/Main_Page

But much of the data i don't understand.An additional column with a short basic explanation of every modelled parameter would realy helpful. so i would be able to compare e.g. sensors

for example AN/SQS-11 http://wiki.baloogancampaign.com/index. ... or?ID=4712
against QHB
http://wiki.baloogancampaign.com/index. ... ID=1000380

I need to understand SonarSourceLevel,ScanInterval, Frequency, Availability,ResolutionAngle and SonarRecognitionDifferentialActive....

Andy
chrisol
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RE: Updated manual

Post by chrisol »

Hmmm... I'm a little doubtful that could really be said to be a "need", but if so then I'd guess the Naval Institute Guide to World Naval Weapon Systems might be what you are after. Recent editions come in at a premium (around £180 for the 800 page 2005 edition) but older editions are more affordable. The 1997 edition can be had for around £40 I think, and ones from the late 1980s are going even more cheaply (though obviously won't have recent systems in).

There is some information from it on Google books so it can be previewed, including, as it happens, quite a lot on the AN/SQS-11 system: here including frequency, staves, dimensions and weight.

I usually just start with a web search...
bw
Chris
thewood1
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RE: Updated manual

Post by thewood1 »

Google and wiki can a;so be a help there. Just look for the real world info. I don't think know ing those parameters will do much good without any algorithm to put them in. They are comparable factors really.
thewood1
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RE: Updated manual

Post by thewood1 »

btw, there is nothing wrong with putting a simple scenario together to test out different systems. I do that more than play the game. It helps me see the capabilities of various units and systems.
morphin
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RE: Updated manual

Post by morphin »

I suppose that all the parameter that are in the wiki are modeled, isn't it?

Only the parameter that are modeled are from value for me as a gamer. Actually the real world explanations could be from value, but the most important things are

1) weight/ Importance of a parameter (I know this is difficult to quantify or explain sometimes) and could be differ from real world and how it is modeled in game
2) higher values better or lower values? ->should be easy to tell
3) Modeled in game: yes or no? ->easy to tell


Often very good games does not explain the parameters. Maybe an community effort togehter with developpers could give much more values to this game and help understand and learn new technologies

Andy
thewood1
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RE: Updated manual

Post by thewood1 »

Why do you need to know what each parameter does? Just use it and see what it does. Go to wiki, see what its typical range is, see what types of targets its built to track, etc. Don't get hung up on the equations.
morphin
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RE: Updated manual

Post by morphin »

Try and error is not an approach that i would like to do. First i have no time and second i'm a scientific that would like to understand. So i can use the items in the best way.

I don't want to have the excact formula. This is not necessary. It is also often a secrect of the developper that i understand very well. But i have an demand that a little bit more information should be given to the gamer. I would also be willing to pay.

Point 2 and 3 should be easy to add and point 1 could be documentet in the way of detailed articles (similar baloogan did in his excelent videos) but i prefer written. One first step would be to summarize the information in the videos.

I have hardly time to see every video from him, but read 50 pages is far more affordable (at least for me)

Andy
Pergite!
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RE: Updated manual

Post by Pergite! »

I believe we some time ago discussed the usefulness of some in depth number-crunching and illustrates examples explaining the electronic warfare aspect of the game. The battle on the electromagnetic spectrum is not visible for the player, but it it is still very much present. It governs when an how you detect an enemy radar, when you in turn get detected by it and the efficiency of flight profiles as well as impact of own and enemy jamming. I believe some context would add a lot in terms of understanding for all parameters in the DB.

Vacation is coming up, so I will see if I can put something together [8D][8D]
mikmykWS
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RE: Updated manual

Post by mikmykWS »

Maybe some day. Wish we had more time but at this point we have to focus on some other things.

Mike
StellarRat
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RE: Updated manual

Post by StellarRat »

I think half or more of the fun of a new game is learning how and why things work the way they do. If you complain that the game is too complicated or whatever, to me that indicates that you don't want to invest the time to learn about the subject of the game. That makes me think, "Well why are you playing in the first place?".

Complaining about not being able to understand the interface is another matter though. That does require some manuals, online help, tooltips, etc... However, in any piece of software that is rapidly evolving constant updates to a printed manual are time consuming, expensive, and IMO fairly stupid in this modern age of easy to access online information. If you complain about your printed manual not being up to date on a fairly inexpensive piece of software than IMO your basically complaining that the game is being improved. You really can't have both at the same time.
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JRyan
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RE: Updated manual

Post by JRyan »

I read this entire thread and had flashbacks from years ago. DO NOT LET IT HAPPEN!!!!
But By Grace Go I.......
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