SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters > DW Mod Workshop
Forget password? Reset here

Reply
 
Thread Tools Search this Thread Display Modes
Old 08-15-05, 03:14 AM   #31
Dr.Sid
The Old Man
 
Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
Default

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).
Dr.Sid is offline   Reply With Quote
Old 08-15-05, 11:54 AM   #32
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

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:
__________________
LW
LuftWolf is offline   Reply With Quote
Old 08-15-05, 12:26 PM   #33
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

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: :|\
__________________
LW
LuftWolf is offline   Reply With Quote
Old 08-17-05, 01:40 AM   #34
PeriscopeDepth
Sea Lord
 
Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
Default

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.
PeriscopeDepth is offline   Reply With Quote
Old 08-17-05, 09:14 AM   #35
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

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... :|\
__________________
LW
LuftWolf is offline   Reply With Quote
Old 08-17-05, 04:37 PM   #36
PeriscopeDepth
Sea Lord
 
Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
Default

Same for the Exocet too.
PeriscopeDepth is offline   Reply With Quote
Old 08-17-05, 04:39 PM   #37
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default



Thanks!

Credits to you in the next version readme! :|\
__________________
LW
LuftWolf is offline   Reply With Quote
Old 08-18-05, 02:13 PM   #38
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

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.
__________________
LW
LuftWolf is offline   Reply With Quote
Old 08-18-05, 02:16 PM   #39
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,079
Downloads: 63
Uploads: 7


Default

ive never tried the P3 or the MH60 or infact the seawolf hmmm i need some advice
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 08-18-05, 03:22 PM   #40
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

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. :|\
__________________
LW
LuftWolf is offline   Reply With Quote
Old 08-18-05, 03:33 PM   #41
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,079
Downloads: 63
Uploads: 7


Default

i prefer the SS-N-27
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 08-18-05, 03:40 PM   #42
TLAM Strike
Navy Seal
 
Join Date: Apr 2002
Location: Rochester, New York
Posts: 8,633
Downloads: 29
Uploads: 6


Default

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

__________________


TLAM Strike is offline   Reply With Quote
Old 08-18-05, 03:54 PM   #43
Kapitan
Sub Test Pilot
 
Kapitan's Avatar
 
Join Date: Mar 2005
Location: UK + Canada
Posts: 7,079
Downloads: 63
Uploads: 7


Default

SS-N-27 is nuclear capible
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond



Find out about Museum Ships here: https://www.museumships.us/

Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/

Navy general board articles: https://www.navygeneralboard.com/author/aegis/
Kapitan is offline   Reply With Quote
Old 08-18-05, 04:03 PM   #44
TLAM Strike
Navy Seal
 
Join Date: Apr 2002
Location: Rochester, New York
Posts: 8,633
Downloads: 29
Uploads: 6


Default

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.
__________________


TLAM Strike is offline   Reply With Quote
Old 08-18-05, 04:09 PM   #45
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

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.
__________________
LW
LuftWolf is offline   Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:57 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.