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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#316 |
Watch
![]() Join Date: Nov 2010
Location: Helsinki, Finland
Posts: 25
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Does anyone have advice on this? I'm flying the Seahawk and trying to take out a SAM site on an island. The SAM site's location is not sent as a link (set in the mission editor), but is detectable by ESM. Since the Seahawk doesn't have TMA to set distance and I can't fire a hellfire at a target based on detecting it by ESM, how can I attack the SAM site without having to go in close to visually ID it? Any ideas?
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Ruff ruff, Seamutt |
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#317 |
Watch
![]() Join Date: Nov 2010
Location: Helsinki, Finland
Posts: 25
Downloads: 12
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Here's a few ideas I've been thinking about lately. I would be great to get your comments.
-Would it be realistic to receive missile information through a link? It would help a great deal when using air platforms. -Is it possible to remove fire and forget torpedos from the NAV map? -Would it be possible to make mines detectable by air units. visually and/or MAD. For FFG lookout too i guess. -Also sometimes i can destroy mines with the FFG machines guns and sometimes it doesn't work (Al Faw Ambush). Is there anything that can be done about this? -Could we create a "wreck" to be placed at the bottom of littoral waters to make active sonar searches more difficult? It would create active returns but no noise on passive sonar. Is there another way with the current version to simulate wrecks? Here's a general LWAMI question: -how well does chaff work against FCR directed missiles?
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Ruff ruff, Seamutt |
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#318 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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Downloads: 27
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You can assign an ESM contact to a Hellfire, but it won't work until it's in range and locked on target. And lock-on range can be shorter than the 8km max range.
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#319 | ||||||
Silent Hunter
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Location: Along the Watchtower
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Downloads: 27
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#320 | ||||
Watch
![]() Join Date: Nov 2010
Location: Helsinki, Finland
Posts: 25
Downloads: 12
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Ruff ruff, Seamutt |
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#321 | |
Admiral
![]() Join Date: Sep 2006
Location: USA
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On that note, I really wish the ECM systems in the game gave out some kind of warning when something paints you with an FCR, and not when the missile itself has locked on to you.
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#322 |
A-ganger
![]() Join Date: Apr 2007
Location: Virginia, USA
Posts: 79
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Not sure if this is something you'd be interested in doing, but how about a Chinese voice add-on for LWAMI? The English is ok, and there's a good mod for the Russian voices, but we're still stuck with the durpy sounding, overly fake Chinese accent. Do you think it would be possible to find the Chinese voice actors, and is this something you'd be willing to add into LWAMI? While I've honestly never been a fan of Asian dialects, it just feels wrong to play as a Chinese captain and hear the crew speak English..
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#323 | |
Navy Seal
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![]() I suppose some of the Subsim team could read from a Mandrin script but then you would just Chinese words with fake Chinese accents... ![]() |
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#324 | |
Watch
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Location: Helsinki, Finland
Posts: 25
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Ruff ruff, Seamutt |
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#325 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
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Just finished uploading the LwAmi 3.10 Complete Installer incl. all patches and all other necessary files.
Please install over a clean DW 1.04 installation. Find the Mod in the Downloads section here : http://www.commanders-academy.com/fo...do=file&id=161 Let me know if any problems arise. |
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#326 |
Swabbie
![]() Join Date: Jan 2011
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QUESTION:
I just installed this mod, but in the enabler i dont know what to enable! Do iw ant the APAD version or not? it says it will conflict if i enable all, and what does splash mean? do i want kilo optics? |
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#327 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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The splash screens are optional.
Kilo optics is also optional and a matter of personal preference. APAD is only if you intend to play as the Alrosa. Otherwise just enable the main mod.
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#328 |
Swabbie
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What is the alrosa?
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#329 |
Navy Seal
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A Project 877 class Kilo submarine modified with a pumpjet.
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#330 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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Downloads: 27
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Steam Turbine: 100 Nuclear: 125 Gas Turbine: 140 Diesel-Electric: 160 Diesel: 175 Gasoline: 190 With +5hz per shaft (up to three, the fourth doesn't bump it) and -5hz for shrouds/pumpjets on submarines. Most of the Kilo's adversaries are Gas Turbine powered and originally had 125 or 160hz lines. The move to 140 won't have a large impact on detection range. Diesels will get harder, but these tend to be loud ships anyways (merchants and gators) so the change won't be noticed. I also brought back the 125hz line for nuclear subs with this configuration, since most of us are accustomed to that.
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