SCS Dangerous Waters Patch description
S.C.S. - Dangerous Waters allows you control of over 10 of the world's most potent naval units
S.C.S. - Dangerous Waters will be the first title of its kind, allowing you total control over multiple air, surface, and submarine platforms in a modern-day naval environment! The game allows you to focus your attention and to take direct control of individual crew stations and also plan and execute combined arms naval strategies from a top-down 'Commanders Eye' perspective.
S.C.S. - Dangerous Waters allows you control of over 10 of the world's most potent naval units out of a total of more than 270 civilian and military surface, submarine and air units included in the game.
Here are some key features of "SCS Dangerous Waters Patch":
Playable Surface Units (U.S. Guided Missile Frigate)
· Oliver Hazard Perry class FFG
· Playable Air Units
· MH-60R Seahawk Multi-Mission Helicopter
· P-3C Orion ASW Maritime Patrol Aircraft
Playable Submarine Units (Russian Diesel Attack Subs)
· Improved Kilo class (Project 636)
· Kilo 'Paltus' class (Projects 877/877KM)
· Playable Submarine Units (Chinese Diesel Attack Subs)
· Improved Kilo class (Project 636)
· Improved Kilo class (Project 636 Klub capable)
· Improved Kilo class (Project 877E)
Playable Submarine Units (Russian Nuclear Attack Subs)
· Improved Akula I class (Project 971U)
· Akula II class
· Playable Submarine Units (U.S. Nuclear Attack Subs)
· Improved Los Angeles 688(I) class
· Seawolf class
MULTIPLAYER SUPPORT
· Host or join multiplayer games on a local area network or over the Internet. Play in cooperative and head-to-head multiplayer modes and control submarines, surface, and air platforms as you battle it out in the definitive naval combat experience. Optimized network code allows support for battles with more than 24 human players and multiple teams and platforms.
MULTI-STATION MODE
· You can command a platform on your own, in multiplayer, or collaborate with other players in "Multi-station Mode" as they each operate individual crew-stations and strive to work together as a team on the SAME platform and engage the AI or even other player manned platforms; you can try to defeat them in any circumstance.
INNOVATIVE 'AUTOCREW' ARTIFICIAL INTELLIGENCE
· By assigning certain crew stations to be manned by the "virtual crewmen" you can hand off various functions for the simulation to manage. This allows you to tailor the game's difficulty level to your liking and set the precise level of involvement and micro management that you desire. You can choose to man every single available crew station yourself, just a few select stations or relinquish control to the A.I. and let the 'autocrew' do the rest. Autocrew control is dynamic so you can enable or disable this feature at will for every crew station modeled in the game.
FULL VOICE COMMAND SUPPORT
· Dangerous Waters
uses the Microsoft Speech Recognition Engine to allow you to order a vast array of commands using only your own voice. You can issue voice commands in every crew station and do tasks such as set course and speed, classify and designate target contacts, launch weapons and countermeasures and more.
"REAL WORLD" NAVAL UNITS
· 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.
CUTTING-EDGE SENSOR MODELLING AND PHYSICS
· Authentic simulation of sensor performance both in the air and through the ocean environment challenge you to detect unknown enemies. Realistic depiction of flight characteristic, buoyancy, air resistance, weapons performance, sonar, radar, ESM, magnetic anomalies and gravity provide realistic control, maneuvering and combat in this richly detailed simulation.
SCALABLE 3D ENGINE AND EFFECTS
· Updated 3D graphics engine provides realistic depiction of ocean swells, water reflections, and environmental conditions using the latest vertex and pixel shader technologies.
WORLDWIDE DATABASE
· Extensive worldwide database provided by the U.S. Naval Institute 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.
FULL MISSION EDITOR AS USED BY THE DESIGNERS
· Dangerous Waters comes with the same powerful mission editor used by the developers to create all the included missions. Using the intuitive editor, you will be able to create your own single missions, multiplayer missions or even create complex, multi tiered campaigns. These tools give you extensive control over the mission content and enable you to generate an infinite number of scenario possibilities. Place military and civilian naval, ground and air units (including buildings and facilities), assign tasks, mission profiles even create complete task groups and air wings. All this power is at your very fingertips to harness.
DYNAMIC YET PERSISTENT CAMPAIGNS
· You will compete in campaigns in which your actions have a profound effect on the missions that follow. The use of dynamic elements such as probability of inclusion, dynamic grouping of objects, dynamic inclusion of mission goals, and rules of engagement (that can change mid-mission) all ensure that the campaigns will never play the same way twice.
QUICK MISSION MODE
· Dangerous Waters also includes a handy Quick Mission generator for those times when you just want to get into a mission quickly. The type of mission category is selected, along with the type of unit you wish to commandand the game does the rest for you. Quick Missions are composed of an infinite combination of mission goals, enemy forces and random locations, so its a brand new experience every time.
Requirements:
· Windows 98SE/ME/2000/XP
· 550Mhz processor
· 128 MB RAM
· Eight-speed CD-ROM drive
· Direct 3D compliant Video Card with 32MB RAM, (with DirectX 9.0b compatible drivers)
· Sound Card with DirectX 9.0b compatible drivers
· Desktop Resolution of 800x600 @ 16-bit color depth
· 590MB hard-drive space for installation
· Internet or LAN connection required for multiplayer
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.