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Dangerous Waters English v1.03 patch

File uploaded by VGPRObot on February 8, 2006 at 11:38 AM

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File Size: 29.40 MB (30828134 bytes)

File Type: Patches  (browse all)

File Name: dangerouswaterspatchv103.exe

Downloads: 140 total

File Description

This is a new retail patch for Dangerous Waters. This release brings compatibility between the retail and Steam versions, and fixes a large number of gameplay issues, crashes and other bugs as outlined in the change notes.

File Instructions

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Dangerous Waters Update Version 103 Build 367 (English)
[Released as Patch 103 to the Public]
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This release has full support for Valve Software's online platform for digital content distribution, "Steam".

For more information on "Steam" please visit:
http://www.steampowered.com/

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

Manual Errata has been updated in SCS-DW_CombinedManualErrata.pdf. This file contains all errata that has been issued to date.

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FIXES:
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- 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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Dangerous Waters Update Version 102 Build 361 (English)
[RETAIL EDITION - Not Released as a Patch]
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NOTES:
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Save game files which were created with prior versions, will no longer be compatible with this version of Dangerous Waters.

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FIXES:
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- "Screen flashing" has been fixed (when running in full-screen exclusive mode). Also, a noticeable increase in frame rate should result from this change.

- Corrected the speed vs OS noise bug in the submarines ("Sound vs. Speed" fix).

- Air to Surface missiles can no longer attack submerged subs

- Fixed active sonar detection range problem

- The stadimeters on all 4 subs now remember which platform was selected last time when a player re-enters the screen. Also, the list is now circular returning to the first entry.

- Kilo BB sound cheat bug was removed.

- MH-60 Dipping Sonar sound cheat bug was removed.

- Kilo speed bug (where speed increased to 18 knots when diving and ordering ahead 2/3) was fixed.

- The speed lock buttons were changed to behave so that they will stay locked whether the autocrew TMA is enabled or disabled AND the player can still enter speed, course, bearing and range values even with the locks on. Autocrew was taught to honor the locks as he generates a solution.

- The way that TMA on submarines handles "manual solutions" is improved AND manual solutions can now be handled for the first time by the FFG TMA.

- There was a problem where the FFG's acoustic display would stop displaying data from either helo's buoys when the player synchronized with the 2nd deployed helo. This bug was fixed.

- Corrected a problem with the FFG Towed Array which caused loaded "save games" to ignore changes in the contact list.

- Fixed a problem where the FFG's AI helo had its loadout restored when a saved game was loaded.

- Fixed the buoy waypoint list so that a loaded "save game" now gives correct waypoint count.

- Fixed a problem where the scenario loader would crash when reading an encrypted scenario file that had Dynamic Groups.

- Fixed a problem where the FFG would get a lower ordered speed (thus causing the FFG to slow down for no reason) when a player first went to the Bridge Screen.

- Fixed a problem where the compass rose would disappear when the player left the bridge while on a bridge wing and then returned to the bridge wing.

- Fixed an SSN21 Display bug where the value that was labeled SNR on the Demon Screen was actually signal strength instead of the actual signal-to-noise ratio.

- Fixed a problem where the ambient noise continued to play after the MH-60's dipping sonar was damaged.

- Fixed a problem where FFG controlled by an MP player (who was not the host) was able to set waypoints for its helo, but the helo would not delete the waypoints after each was reached.

- Fixed situation where AI subs would track a surface target and might not ever attack that target if it was initially detected outside of firing range.

- Change was made to the Sonobuoy/GRAM screens (all platforms) to fix an issue in which buoys that were labelled as "out of range" would sometimes transmit data when the MODE was cycled.

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