The "Uber" Command: Modern Air/Naval Ops Thread

Started by Grim.Reaper, December 19, 2012, 03:07:57 PM

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JudgeDredd

Quote from: Dimitris on September 27, 2013, 04:59:52 PM
1. Let us look into that. It may be an interface anomaly or core bug.

2. You are in group-view. To see the weapons of each ship you must switch to unit-view ("9" on keypad) and then select each ship and you will see a "Weapons" button appear on the unit status window.

WRT performance and crashes, we are now testing a new build which has fixed all known crashes and improved performance. Won't be long.

Thanks!
Thank you.
Alba gu' brath

undercovergeek

having watched and waited for a while, pffft while - a year, i know theres plenty of posts about UI and price but can anyone whos playing it actually say if theyre enjoying it or not?

jomni


mikeck

I'm enjoying it. Runs smooth (although it takes a second for some menus to expand). No crashes. I don't mind the UI but have nothing to compare it with. What I don't like is that when I click on a ship or whatever and get the description, there are no pics (I get why). Also, I should be able to double click any item in the game and have the description page pop up.

Anyway, I did the tutorials. Nothing earthshaking but they are tutorials. Things I had trouble with are just things I don't understand. For example. In tutorial 1, I can only launch 4 planes at a time. I want to launch 6 a7's for a strike mission to be accompanied by an ea-6b and 2 more A7's for SEAD. Problem is that the mission is land attack not SEAD...so how do I do that. I have to make them all part of the same mission or if not, how to I get the first batch of planes to wait on their mission while the others are launching? I think I can do the former by using the "escort" option but not sure how. Things like that...I know there is a way, just have to find it.

The sub tutorial seemed ungodly simple. 1. Detect contact 2. Shoot torpedo at contact. There was no development of a solution or anything. Hopefully that gets more fleshed out in the game

All in all, it's fun....if you like these types of games. I know between this and Rome 2 I sound like a broken record, but I am not experiencing any performance issues with light maps or crashes. Can't wait for the mods and to figure out how to add terrain !
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

Nefaro

Quote from: Dimitris on September 27, 2013, 04:59:52 PM

2. You are in group-view. To see the weapons of each ship you must switch to unit-view ("9" on keypad) and then select each ship and you will see a "Weapons" button appear on the unit status window.


Could we get a set of "Next/Previous Ship In Group" buttons on the Group Info window?  So that we could cycle through the ships in the group without having to toggle the Num9 key on & off, then click on each individual ship on the map every time we want to check individual ship loadouts, sensor status, etc? 

Or maybe a Pop-up window similar to the Aircraft list for Airfields, except one that lists each vessel in the group along with the '+' expansion list showing current weapons loadout underneath each?  One unified list for all of them, and their weapons loadout?

Geez.. you're gonna start associating these forums with work, at this rate.  :P


Grim.Reaper

Quote from: mikeck on September 27, 2013, 08:49:05 PM
What I don't like is that when I click on a ship or whatever and get the description, there are no pics (I get why). Also, I should be able to double click any item in the game and have the description page pop up.

Not sure if you were aware or if this is what you were meaning, but looks like people are building an add-on pack for pictures and can be downloaded here.  Plus they have some additional scenarios and symbols.

http://www.warfaresims.com/?page_id=1876

Nefaro

Quote from: mikeck on September 27, 2013, 08:49:05 PM
Things I had trouble with are just things I don't understand. For example. In tutorial 1, I can only launch 4 planes at a time. I want to launch 6 a7's for a strike mission to be accompanied by an ea-6b and 2 more A7's for SEAD. Problem is that the mission is land attack not SEAD...so how do I do that. I have to make them all part of the same mission or if not, how to I get the first batch of planes to wait on their mission while the others are launching? I think I can do the former by using the "escort" option but not sure how. Things like that...I know there is a way, just have to find it.

The airfield capacities limit how many aircraft you can have taxiing or launching at any one time.  I believe the tutorial airfield has space for two or three aircraft to take off at once (3 strips?).  We need something in the Mission Editor that will force Mission units to loiter and form up, until all aircraft are airborne, before proceeding to the mission.  I haven't seen anything that does that.  One way to force this is to just Ctrl-Click each aircraft you want in the group (or Shift-Click to select ones in a row) in the Airfield's Aircraft List and select "Launch As Group".  They will all launch and loiter, and you'll get the two-circle symbol showing them as a Formation Group.  After all of them are airborne, then you go create a Mission and add those specific aircraft to that mission.  Fortunately the aircraft list in the Mission Editor will tell you which ones are already airborne, but if you already had a separate set of the same type of aircraft out doing something, you'll have to look at your group on the map and make sure you are selecting all the right aircraft.

QuoteThe sub tutorial seemed ungodly simple. 1. Detect contact 2. Shoot torpedo at contact. There was no development of a solution or anything. Hopefully that gets more fleshed out in the game

The passive sonar localization does seem really fast at times.  Then again, it's gonna depend on the situation.  Triangulating with multiple active sonobuoys that have a detection on a sub is probably gonna be fairly quick.  Flank-mounted sonar arrays on submarines can help narrow it down, if they're close enough to have a detection.  But the longer-range contacts made by a ship or sub (or single sensor) should take awhile to make a good fix if they're in passive mode. 

As for the sub tutorial being simple.. you're in a Virgina-class SSN.  You should be able to sneak up on pretty much anything.  It's like punching babies.  Unless you're lucky enough to get an ASW aircraft dropping right on top of you, perhaps.

mikeck

Punching babies feels different...but I get your point
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

JudgeDredd

In the Sub tutorial, I dived deep and fast to evade a torpedo - and I done this based on watching Crimson Tide many many times....but in the manual it suggests that Deep Water is THE WORST place to be for evasion...

...or - is it the worst place if you are trying to be stealthy? Presumably because the water is "pure" (nothing to interfere with sound and therefore even if you are quiet you are detectable)?

I know ZIP about naval warfare - though it intrigues me greatly. If I were in the Second World War in charge of a fleet I'd be Kelsey Grammer!
Alba gu' brath

Dimitris

#399
If going fast is paramount then you definitely want to go deep. The shallower you rise the slower your maximum speed gets, and the easier it is to cavitate (= bad!).
Command: Modern Air/Naval Operations
http://www.warfaresims.com/Command

Nefaro

Going deep is absolutely the best place to be to have your speed up because, as Dmitris mentioned, if you cavitate as a sub then that neutralizes any stealth advantage you may have left.  When you are cavitating, you'll see a yellow text underneath the unit labelled "CAV".   It's not quite as bad when that happens to a surface ship, although it'll definitely be louder on sonar so still be wary. 

The deeper your depth, the higher speed it takes to cavitate as a sub.  Of course, if you have incoming torpedoes close by, you'd better be cranking up the speed & damn the cavitation!  ;D

Hey Dmitris, this reminds me.. Will the assistant AI launch sub simulator decoys when a sub is engaged defensively?  Or do they only launch the regular torpedo decoys and leave the sub simulators to our discretion on a BOL?

Dimitris

Yes, when a torp is incoming they'll throw everything they can at it, incl. tactical decoys like MOSS. No sense keeping it for later if you have a gaping hole on the sub  :D
Command: Modern Air/Naval Operations
http://www.warfaresims.com/Command

Nefaro

#402
Also.. here was the Reference Point situation that persuaded me to ask for an RP toggle for the ones anchored to Formations.

So many 'X's, it was getting troublesome moving or selecting them and keeping track of which belonged to which.



It's three Surface Formations, each with an attached ASW patrol box, and one extra unattached patrol box further out in the center.  If we could get a toggle, or even a 3-way switch that would go something like [Show Att'd RPs/Show Static RPs/Show All RPs] then it would help cut the clutter.  Make room for more, of course!  I dunno.. maybe this is an unusual situation, with 3 formations so close together.

Nefaro

Founder another hotkey we desperately need... Show/Hide Sonobuoys.

I got Nimrod'ed!

You should see this thing zoomed out one more level.  :o


Kushan

Quote from: undercovergeek on September 27, 2013, 06:22:32 PM
having watched and waited for a while, pffft while - a year, i know theres plenty of posts about UI and price but can anyone whos playing it actually say if theyre enjoying it or not?

In short, I'm loving it.

Quote from: Nefaro on September 28, 2013, 01:14:23 AM
Of course, if you have incoming torpedoes close by, you'd better be cranking up the speed & damn the cavitation!  ;D

I think you still want to go deep if you have a torpedo chasing you . I haven't tested it yet, but I'm pretty sure cavitation will effect the torpedo's chance of detecting you.
PanzersEast: Have to think to myself.... will I play the first one by the Winter Sale?  Probably not, then I should remove Dragonfall
PanzersEast: but that is thinking too logically.... and Steam Sales are about ignoring Logic

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