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So, for me at least, Fleet Command was a game with a simple, intuitive interface, good graphics and a superb mission editor but with major flaws as a simulation. A pleasant diversion with which to while away the long winter evenings, but not something likely to stay on my hard drive for an extended period. Enter the Warship Database Project (WDP). WDP is a group of modified files and additions for FC that claim to transform it into a true naval simulation. WDP is produced by an independent group of naval wargaming enthusiasts who have made the results of their labours freely available over the Net. So, what's it like? Does it do what it claims? Is there any such thing as a free lunch?

The new Israeli Eilat Class FSG
Fig. 2. The new Israeli Eilat Class FSG

WDP provides replacements for four groups of files within FC. These are the database files (where platform, weapon and sensor performance information is stored), doctrine files (which regulate how units act), graphics and scenarios. The replacement files work in both single and multiplayer modes. I will discuss each in turn before summarising the overall effect on the game.

Download and Installation

The WDP database, doctrine and graphics files come in a single .zip file. The zipped file contains a Word document explaining how to install the WDP files and what they do. There is also an FAQ that gives useful information on what you can expect from the WDP files. Installation is straightforward, and involves deleting all existing database and doctrine files and replacing them with the new WDP files. New graphics files are copied over the existing files. Modified scenarios are available as a separate .zip file. These are essential, as the original scenarios cannot be played when the WDP files are installed. Existing scenarios must be deleted before installing the WDP versions.
(ED: It should also be noted that you must patch Fleet Command to version 1.2 before installing the WDP files.)

Database files

The WDP database files contain the modified data for the platforms, sensors and weapons in FC. These files make extensive changes to the performance of units in the game. The WDP team claim that the data for every unit in the game has been modified to improve accuracy. To a degree, this must remain a subjective judgement. No-one really knows what will happen if modern naval forces clash, so no-one can state with certainty what represents a realistic interaction of modern offensive and defensive systems. However, the performance of all units has been verified and cross-checked using industry standard sources, and crucially for gameplay, the end result certainly feels more believable.

The new Italian Vittorio Veneto Class CGH
Fig. 3. The new Italian Vittorio Veneto Class CGH

Some of the changes include sensors that are no longer restricted to unrealistic generic values, ships that now carry the appropriate type and kind of weapons and weapons that behave realistically. I wasn't able to verify that every item has been updated, but certainly every item I looked at had been extensively modified. In some cases the modifications appear to involve little more than giving weapons their correct titles, but in most cases the changes go far beyond this. Ranges, arcs of operation and effectiveness of many items has been extensively tweaked. Some entirely new features have also been added, such as ASROC and SUBROC type weapons, hybrid CIWS mounts (SAMS and guns combined), shore based artillery and iron bombs and rocket pods for aircraft. It is also noticeable that aircraft radars now operate in a more realistic 60 degree forward arc and that all gun firing routines have been recalibrated and retimed for their firing sequences during air defence routines.

The database files also contain important information on how weapons and sensors interact. This has a massive impact on gameplay and corrects several of the most unrealistic aspects of the original. For example, Radar Cross-Section (RCS) and Radar Line Of Sight (RLOS) are important issues dealt with in the WDP files. In the original game, an object of 0 RCS could be detected by radar out to its maximum range. This was particularly noticeable when a ship was attacked by Sea Skimming Missiles (SSMs). It was possible to detect missiles at extreme range, and take appropriate defensive measures with time to spare. Ships were able to swat large numbers of SSMs out of the air with little difficulty. With WDP, radar does not detect SSMs until they are much closer to the ship, making it far harder to avoid taking damage from this type of attack. The same applies to Anti-Ship Missiles (ASMs), which are now detected at shorter range and are consequently much harder to destroy. Even experienced players of the original will struggle to deal with large scale attacks by SSMs and ASMs.

The overall effect of these changes is to shift the balance in favour of the attack, and to force the player to think strategically rather than tactically. It is no longer possible to attack the enemy with relative impunity while relying on unfeasibly powerful defences to deal with all counter-attacks. The player must consider carefully strategic manoeuvring to lessen the ability of the enemy to launch such attacks. This must surely be a more accurate reflection of modern naval tactics?

A large number of new objects are also added to the database files. In the current version this includes entirely new navies from Italy, Sweden and Israel, as well as new aircraft and new weapons. These new units appear to behave just as realistically as the modified original version. More new navies and new units are promised for subsequent releases.

 

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