[WAD] Submarine datalink

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YaSchi
Posts: 25
Joined: Wed Nov 20, 2013 3:29 pm

[WAD] Submarine datalink

Post by YaSchi »

I think I've seen some similar post, however my issue is :
submarines seem to be aware of all changes on contacts detected by other units,
and instantly, as if they had some high speed connection like a L16 or whatever.

I have even seen subs zig-zagging every few seconds while trying to intercept a shifting contact (detected by ELINT from a far-away unit).

In real life, it's quite difficult to keep in touch with a submarine,
and a submarine should react only to the contacts it's able to detect itself,
or at least not immediately and not every few seconds.

I would go as far as saying that the player should not be able to change its plotted course or mission instantly,
but it should take some time (depending on country and comms tech) to be taken into account.
(annoying but realistic)

The other way round also applies of course.
(a sub's contact is not known all over the planet the next second, even in the US Navy, is it ?)

I agree it's complex to implement.
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ExMachina
Posts: 471
Joined: Wed Sep 25, 2013 1:30 pm

RE: Submarine datalink

Post by ExMachina »

There's no clear solution to this, other than to put subs under mostly AI control.

I thought of one potential workaround in the mission editor where every sub was it's own "side" thereby limiting data sharing...I might try it some time [:D]
thewood1
Posts: 10289
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: Submarine datalink

Post by thewood1 »

When I build scenarios, I almost always make subs a seperate side. There are some limitations, but if you want FOW, that is the best solution.
YaSchi
Posts: 25
Joined: Wed Nov 20, 2013 3:29 pm

RE: Submarine datalink

Post by YaSchi »

Well, giving control of the subs to the AI with limited human control and data update (contacts etc) is the idea.
I suppose it should not be the scenario creator's job to implement or simulate this.

I think that this is part of the real world which should be taken into account as much as sound propagation in sea water.
thewood1
Posts: 10289
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: Submarine datalink

Post by thewood1 »

Not really true. It's an option. Just like any other. Its just they way its done. There a lot of things you can say the designer shouldn't do. As a matter of priority, this option works as well as comm links in H3 and is most likely more realistic. I hope the developers focus on a lot of other things before this one.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Submarine datalink

Post by mikmykWS »

ORIGINAL: YaSchi

Well, giving control of the subs to the AI with limited human control and data update (contacts etc) is the idea.
I suppose it should not be the scenario creator's job to implement or simulate this.

I think that this is part of the real world which should be taken into account as much as sound propagation in sea water.

We certainly know the communication limitations of submarines and this is no oversight. We made a very specific design decision to let players control them because most players told us they'd like to. Its one of those trade offs game designers have to make with reality to better entertain their users.

Sorry.

Mike
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