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Dangerous Waters

Platform(s): PC
Genre: Simulation
Publisher: Black Bean Games / Strategy First
Developer: Sonalysts Combat Simulations
Release Date: Feb. 22, 2005

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'Dangerous Waters' - v1.04 Update Patches Available NOW

by Rainier on Jan. 25, 2007 @ 10:06 a.m. PST

Dangerous Waters allows the player total control over multiple air, surface and subsurface platforms in a modern-day naval environment. The game shipped with dozens of single-player missions and a full campaign, as well as a powerful full-featured mission editor.

Get the Dangerous Waters v1.04 patch off WP (29mb)

Save game files which were created with prior versions, will no longer be compatible with this version of Dangerous Waters.

v1.04 FIXES:

  • Added variable in "dangerouswaters.ini" which controls the likelihood of torpedos exploding on countermeasures (e.g. ".PercentTorpsExplodeOnCM 0" up to ".PercentTorpsExplodeOnCM 100").
    In multi-player matches, the host's .INI setting will be used by all players. By default the value is set to ".PercentTorpsExplodeOnCM 50".
  • Added variable in "dangerouswaters.ini" which controls the likelihood of all weapons acquiring dead/sinking platforms (e.g. ".PercentDeadPlatformsIgnored 0" up to ".PercentDeadPlatformsIgnored 100"). In multi-player matches, the host's .INI setting will be used by all players. By default the value is set to ".PercentDeadPlatformsIgnored 10".
  • Corrected an issue in which the Kilo was capable of creating Sonar contacts at excessively long ranges.
  • Fixed an issue in which AI aircraft were not dropping contacts when they had lost sensor contact.
  • Modified buoyancy model so that ships do not rock excessively at Sea State 1.
  • Fixed crash when launching the DSRV from submarine platforms.
  • Updated MH-60 model and AQS-22 on Dipping Sonar (addressed the reversed normals issue which was causing issues with the self-shadowing paradigm).
  • Updated the Freighter model and textures with the one used in the Steam trailer.
  • Updated FFG model and textures.
  • Updated 688(I) model, textures, and masts.
  • Strike missiles were modified so that their approach angles yielded a more effective result against their respective land targets.
  • Localized versions (French/German) can now utilize the Mission Editor doctrine language and are able to Save and Load their work as intended.
  • Fixed localization error for the USNI data in the French version.
  • Some of the French scenarios were localized incorrectly and would not load correctly; this has been corrected.
  • Localized versions (French/German) should be able to multi-play with the English version without any warnings or Database inconsistencies.
  • Corrected AI aircraft order persistence, which makes them more decisive during attacks.
  • Fixed issue in which passive self-noise was being considered by active sensors.
  • Torpedo speed vs. fuel issue was corrected.
  • Corrected an issue which prohibited "nested tactics at waypoints" from being invoked properly.
  • Addressed torpedo anomaly which caused the torpedos to not behave as expected.
  • Refined the buoyancy model to allow a more stable ascent and descent in the submarines and to allow them to maintain their depth without unnecessary oscillation.
  • The Akula Towed Array should no longer be accidentally severed by the propeller.
  • Fixed speed/pitch issues on the FFG when player issues hard rudder orders.
  • Corrected a pathfinding issue fixed which could sometimes cause the game to crash if a waypoint was deemed to be incorrect or unreachable by the algorithm.
  • Fixed a crash in the Towed Array station on the FFG.
  • Corrected a localization error in the German campaign mission "004_Qingdao.mc".
  • QuickRepair and QuickAircraftLaunch now controlled correctly in multiplayer.

v1.03 FIXES:

  • 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.

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