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08-22-07, 01:01 AM | #1 |
Electrician's Mate
Join Date: Feb 2007
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Air combat
I was wondering if anything can/will be done about air combat in the future. Right now it is completely unworkable, the carriers never launch anything, and fighters launch off all their missiles at ghost contacts. Is it possible to fix this through Doctrine scripting, and if so is it planned for LWAMI? Obviously this is a subsim, but having carrier groups that can defend themselves from bombers reasonably would be nice, especially when operating as part of a carrier group.
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08-22-07, 12:22 PM | #2 | |
Ocean Warrior
Join Date: May 2005
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Quote:
What this means is that virtual all air behavior is hard-coded in the NavalSimEngine, meaning that it is out of reach for us modders. My best advice is for the mission designers to take care to make their air units work properly using scriping and triggers, as this is basically all that we can do to make them work in missions. Cheers, David
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08-22-07, 12:26 PM | #3 | |
Samurai Navy
Join Date: Sep 2006
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Quote:
For example you can create an AEW patrol, which moves with the carrier, which cannot be accomplished in the mission editor. As far as I'm remember you can improve the behaviour of fighter/missle behaviour ("firing on ghost objects") a little. The main drawback is, that you cannot create a generic doctrine to improve certain things, like AEW patrol, because the scripts presuppose a fitting mission. See my other thread. Unfortunately I've forgotten to backup my doctrines files before I've switched to Vista, else I would post some examples. But nevertheless I hope to start with a mission the next weekend and then I'll revisit that topic. If there is some interest I can provide then some examples here or in the Wiki. |
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08-22-07, 01:36 PM | #4 |
Ocean Warrior
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Of course, the DW doctrine and mission script system are meant to work together.
Ideally, mission designers would create their own doctrines that would be loaded into the sim for those specific missions... the complete set of database, doctrine, and mission file are created for each application of the sim in it's "contract" (government/military) form. My knowledge of the mission creation system is limited, however, I see why both me and the mission designers would have an incomplete picture of what can be done, since it's all meant to be done as a single package. Of course, in regards to the DW community, creating mission specific doctrines creates its own logistics problems... In any case, if there is any general fix that I can incorporate into LWAMI, I'd love to see it, if such a thing were available. Cheers, David
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08-22-07, 03:30 PM | #5 |
Grey Wolf
Join Date: Mar 2005
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@Hawk66 : I for starters would welcome any useful addition to the Wiki, especially in regard to such "uncharted" parts of the game like the doctrines.
Cheers OS |
08-23-07, 12:05 PM | #6 |
Nub
Join Date: Aug 2007
Location: Bay Area, Ca
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I just installed LWAMI 3.08 on top of DW 1.04, and when I try to launch a quick mission, about 80% into loading it, it craps out complaining about an English Text file or something.
I'm going to try to deactivate the mod to see if it's the cause, but has anyone else seen this? <addendum> It wasn't the LWAMI mod it was the sounds stuff I had added. Good thing I backed up the stock files.
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Low And Slow wins the race Last edited by LowAndSlow; 08-23-07 at 01:26 PM. |
08-25-07, 04:36 PM | #7 |
Electrician's Mate
Join Date: Feb 2007
Posts: 140
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Ohio SSGN
I've created a Ohio SSGN (identical to the SSBN except with the capability to launch 54 TASM and 100 TLAM missiles, at a rate of 1 every 2 seconds, if you are interested in it. Obviously you could do this easily, but...
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08-26-07, 12:12 PM | #8 | |
Ocean Warrior
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Quote:
Thanks for the reminder. Cheers, David
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06-18-08, 10:00 AM | #9 |
Commodore
Join Date: Mar 2007
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Hi, guys!
I have bad news for Lufty. Several bugs still remain in DW database even after three years long LWAMI development period. Thanks to DWEdit I was able to check torpedo parameters and I have found the following bugs: - MPT-1UME torp has 13 km range at 45 kts speed! Very comic but virtually impossible. Think about decreasing it to 10 km or set 50 kts at 6 km values. - USET-95 torp has 50 kts speed at 30 km. Very interesting values for SET-40/72's (31 kts at 8 km) export model, indeed! I had to fix this idiotism myself by setting 20 kts and 40 km less respectively. - I don't know why some anti-ship missiles are placed in DW database torpedo section??? SimType parameter is set to "Torp" not "Missile"! I hope my own debugger will be helpful for you and this help you to improve LWAMI. Besides you have always liked constructive feedbacks! :rotfl: |
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