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Old 08-15-05, 03:14 AM   #31
Dr.Sid
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I tracked helo from sub several times ! I must check it out .. I'm not sure wich sensor I did use.
With Seastate=0 (unrealistic but possible in DW) you can track helo for several miles. It just have to be at low altitude. On tests I made once it was at 50ft. Once I also saw mh60 in akula, during SP mission. I was near PD and helo went right over me. I saw it for few seconds like fast moving 'spike' on the NB. I also died soon later :-)
Helo contacts have no NB lines (which coresponds to what real sonarmen report).
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Old 08-15-05, 11:54 AM   #32
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Dr. Sid

That is very very interesting. I went back and checked the database more carefully.

SOME air ASW platforms have a PSL and some don't. Again, I have no idea why SCS would make this the case. The Seahawks have a PSL of around 50, and the Orions are *quieter*, around 40. (??? :hmm: )

So, apparently, they did include that.

However, in order for the missle transient fix to work properly, I had to make those changes, at least as far as I know. So, yes, I have now disabled the feature that allows subs to track air-platforms, but only a random selection of them were trackable anyway, so I don't feel too bad about that, at least not yet. Also, as thing were set, you'd be able to track any air-platform with a PSL up to 900ft (according to my tests, it could just be that I was dealing with objects that were very loud), so even if the helo just flew high over you, it would still have shown up on BB.

I am totally open to suggestions about how to handle this.

Edit: random thought, if you hear a helo in a sub, you're dead. Does it matter what dead men hear? :rotfl:
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Old 08-15-05, 12:26 PM   #33
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Based on what you are saying, it is possible that there is some kind of muffling feature that the game employs for sounds above sea-level, but apparently, the seaskimming missles were loud and low enough that the muffling was not nearly sufficient, and they showed up as if they were underwater.

This raises some new avenues of investigation... :hmm: :|\
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Old 08-17-05, 01:40 AM   #34
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Just going through the DB in your mod, and when you were raising the SLs for sub launched missiles it seems you forgot to raise the C801's (carried by the Han) also. Sorry for being so picky.
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Old 08-17-05, 09:14 AM   #35
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Whoops, got me! Sorry about that oversite... I'll make sure it gets corrected when we do our next version, in the meantime those of you who mind, can fix it with the DB editor (just download the editor to you database folder, load the DB, find the C801 in the object list using the search function and change the Passive Sound Level to 100, make sure you save the DB before you exit the editor, many o'change has been lost that way... ) unless there is an overwhelming outcry demanding a new version... :|\
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Old 08-17-05, 04:37 PM   #36
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Same for the Exocet too.
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Old 08-17-05, 04:39 PM   #37
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Thanks!

Credits to you in the next version readme! :|\
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Old 08-18-05, 02:13 PM   #38
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I have a BETA for a fix to the SLAM-ER that would justify a new version of the mod if it works correctly. I have started a new thread just for the SLAM-ER fix, as I feel it is important.

Let me know what you think, I need people's opinion and a few Orion specialists to take a look.
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Old 08-18-05, 02:16 PM   #39
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ive never tried the P3 or the MH60 or infact the seawolf hmmm i need some advice
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Old 08-18-05, 03:22 PM   #40
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Ok I'm routinely blowing up buildings with SLAM-ER's now, no problems whatsoever. So I think v1.02 is ready to go except for the .zip distribution.

I should add, the SLAM-ER is not the greatest weapon, because it is about as accurate as a TLAM but with half of the warhead, so you need a few of them to really put on the hurt, but I suppose, such is life. :|\
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Old 08-18-05, 03:33 PM   #41
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i prefer the SS-N-27
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Old 08-18-05, 03:40 PM   #42
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Quote:
Originally Posted by Kapitain
i prefer the SS-N-27
I think the TLAM-N has that beat... at least when it comes to land attack

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Old 08-18-05, 03:54 PM   #43
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SS-N-27 is nuclear capible
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Old 08-18-05, 04:03 PM   #44
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But it has a range of only 300 miles and is ballistic Vs. the TLAM witch has a range of 600 miles and is terrain following.
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Old 08-18-05, 04:09 PM   #45
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Ok, v1.02 (of Amizaur and my mod) is all ready. Here is the addition to the readme.

v1.02

SLAM-ER Fix--I have removed the missle's IR seeker, which apparenlty was interfering with its terminal homing. The missile now looks in the DB and behaves in the game
like a light TLAM, and, *functions correctly*, exploding on target with
the same accuracy of a TLAM. Note, this weapon is not the most effective strike
missle, as it has less than half of the warhead of the TLAM, meaning you need
more than one missle to destroy medium and heavy targets if the missle does
not land directly on target. Even small, light targets may escape the blast of
this missle if it overshoots. For some reason, IF YOU DO NOT CHANGE THE WAYPOINTS, THIS MISSLE WILL NOT WORK!!! I can't change this, and I'm not sure why.

Sublaunced Missle Passive Sonar Sound Levels- C801 and Exocet underwater missle launch sound added, overlooked in previous versions. Thank you to PeriscopeDepth for finding this.
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