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Cold Waters

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Thread replies: 11
Thread images: 1

Surprised there's not a thread about this yet, does /k/ have no interest in subs?

Basically the first modern submarine simulation in more than a decade.
Been trying out the campaign and it's pretty good. Tons of autistic attention to detail behind a simple-ish interface.

What do you think?
>>
>>34216832
>Tons of autistic attention to detail behind a simple-ish interface.

When did researching a subject properly for a project become 'autistic'?
>>
>>34216897
welcome to modern western society.
>>
>>34216832
I think it's fun, although the ASW aircraft are OP. Patrolling over a Russian SAG thats smack dab in the GIUK Gap, really? Apparently the Air Force doesn't exist in this universe. Overall I really enjoy it, I just really wish there was a larger surface warfare aspect to it like Fleet Command (which isn't to say they were slouches when the Sub part, just think what they could do if they kept up their workmanship and included commanding fleets and stuff). Can't wait for them to expand on it.
>>
>>34216897
Didn't mean in in a bad way, sorry. It's just that Dangerous Waters (the previous modern subsim) went overboard with its attention to detail. E.g. the captain shouldn't have to order every single step of firing a weapon, but DW made the player do that.
While here all the important detail (sound propagation, buoyancy, weapon guidance...) is there, but the interface is manageable.
>>
>>34216940
>Dangerous Waters (the previous modern subsim) went overboard with its attention to detail. E.g. the captain shouldn't have to order every single step of firing a weapon,
Someone didn't know how to use the Crew AI.
>>
>>34216986
The option is there though. Feels like I'm cheating if I automate anything.
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>>34217019
So then is TMA automated in Cold Waters or do you get to do it?
>>
>>34217050
It's abstracted. You can classify a platform by matching its sound profile, which gives a boost to TMA, but that's about it. It's basically a value that goes from 0 to 100 depending on the level of confidence, and goes up and down based on MANY things (sensors, acoustics, ambient noise, rate of bearing change, etc.)
>>
>>34216832

This might sound like a dumb question, but how much room is there in the game for actual strategic decision making? I hate it when games portend to be "deep" and "realistic" only to discover that there is actually a pretty simple formula that you can follow to win every time.
>>
>>34217092
But then isnt that automated?
Thread posts: 11
Thread images: 1


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