Dangerous Waters Cumulative Patch description
S.C.S. - Dangerous Waters allows you control of over 10 of the world's most potent naval units
Cooperative and head-to-head multiplayer modes allow controllable submarine, surface, and air platforms to battle it out in the definitive naval combat experience.
Players can command a platform on their own in multiplayer, or collaborate with multiple players in "Multi-station Mode" as they each operate individual crew-stations and strive to work together as a team on the SAME platform.
By assigning certain crew stations to be manned by the "virtual crewmen" the player can hand off various functions for the simulation to manage. This allows the player to tailor the game's difficulty level to their liking and the precise level of involvement and micro management that they wish. The player could choose to could monitor every single crew station and himself or choose to just command the platform and to let the A.I. do the rest. Autocrew control is dynamic so the player can enable or disable this feature for every crew station modeled in the game.
Detailed depictions of each controllable units crew-stations and their respective arsenals provide a realistic game play experience. Over 270 meticulously researched and modeled surface, submarine and air units.
Authentic simulation of sensor performance both in the air and through the ocean environment challenge the player to detect unknown enemies. Realistic depiction of flight characteristic, buoyancy, air resistance, and gravity provide realistic control and maneuvering just like in real life.
Updated 3D graphics engine provides realistic depiction of ocean swells, water reflections, and environmental conditions using the latest vertex and pixel shader technologies.
Extensive worldwide database provided by the U.S. Naval Institute www.usni.org offers detailed descriptions of platforms and weaponry to accommodate all possible global conflicts. Over 270 surface, submarine and air units comprising 17 of the world's navies can do battle for control of the open ocean.
Powerful
mission editor used by the developers to create the missions that will be shipped with the game, will also be available to the player to create their own scenarios. Players will be able to create their own single missions, multiplayer missions or to string together their own campaigns. These tools will allow the player extensive control over the mission content and enable him to generate an infinite number of scenario possibilities.
Players will compete in campaigns in which their actions have a profound effect on the missions that follow. The use of dynamic elements such as probability of inclusion, dynamic groups of objects, dynamic inclusion of mission goals, and rules of engagement (that can change mid-mission) all ensure that the campaigns with never play the same way twice.
Upon selecting their platform and mission difficulty level the player will be provided with an entirely random and dynamic scenario. It will be composed of an infinite combination of mission goals, enemy forces and random locations.
Here are some key features of "Dangerous Water":
· One naval battlefield
· Multi-station mode
· Innovative 'autocrew' artificial intelligence
· "Real world" naval units
· Cutting-edge sensor modelling and physics
· Scalable 3d engine and effects
· Worldwide database
· Mission creation tools used by the game's designers
· Dynamic yet persistent campaigns
· Quick mission mode
What's New in This Release:
· Fixed the FFG throttle to properly correlate with a necessary propeller diameter change.
· The IR sensor that was previously assigned to the SLAM-ER was removed.
· Fixed a problem which was causing the sub motion model to dive more slowly than intended.
· Depths for the sonobuoys and dipping sonar have been adjusted to compensate for the more realistic thermocline layer modelling.
· Fixed the FFG's AutoTMA which was not utilizing the various speed rulers effectively.
· Adjusted the AutoTMA's performance on "bearings only" solution so that it would obtain a more reasonable solution over various time periods (i.e. few or multiple lines of bearing).
· Fixed an issue in the FFG Bridge that forcing the player to input an ordered speed twice to obtain the desired speed.
· Corrected an anomaly in which a surface contact's signal would sometimes disappear and then re-appear as its object center would be rising and falling with the ocean wave model.
· Fixed an issue which cause the client to never see the Host's platform in Multiplayer.
· Corrected an issue in which the AI-controlled diesel submarines were incorrectly operating on diesel engines when it was not intended.
· Fixed a crash that was caused when the FFG wasn't accurately following the sync-ed Helo while operating in REMRO mode.
· All torpedos were speeding up to 55kts despite the designated input by the player, this was fixed.
· Corrected an issue in the physics engine which causing the subs to dive/surface too slowly.
· Fixed a cheat on the Kilo where players' could mark a target even though it wasn't visible on the BroadBand Sonar display.
· Fixed a problem where the Kilo Demon was not showing data when the initial tracker/contact was assigned in Narrowband instead of Broadband (which the Demon data is derived from).
· Fix provided for the MH60 Dipping Sonar (Active mode) in which any ping emitted was not heard by other players in multi-player.
· Fixed a problem with the Ming class submarine which had incorrect torpedo launcher orientation.
· Corrected a crash caused by loading certain password protected missions.
· Made a small enhancement which prepends the mission time to each report.
· Fixed a minor problem in which a "Steady On Course" crew report would be played immediately after the player inserted an initial waypoint.