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Old 07-07-17, 01:51 PM   #1
ETR3(SS)
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Default SUBROC/ Sea Lance?

Has anyone gotten a working SUBROC or Sea Lance going? I'm stuck at payload separation, missile just runs in circles playing the separation animation. Thus far I've tried using the SS-N-16 unmodified and it works fine. Copied the SS-N-16 and renamed usn_sealance, added weapon description, left payload as ugmt-1 and it doesn't work. Also created MK 50 based on ugmt-1 and just changed name and added description. Same result.
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Old 07-07-17, 01:56 PM   #2
LeopardDriver
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Yeah, I made the Sea Lance some weeks ago and it works perfectly fine for me. You can find it in my Seawolf that is part of the Russian subs mod.

I know it was a canceled project, but I loved it in RSR and I love to use it now as well! Here is the raw data:

//UUM-125 Sea Lance
WeaponObjectReference=usn_SUBROCii
//WeaponSprite=hud/russian/wp_ss-n-16_sprite.png
WeaponSprite=hud/russian/wp_p700_sprite.png
WeaponType=MISSILE
MissilePayload=usn_mk50
Warhead=0
SurfaceLaunched=FALSE
MaxLaunchDepth=150
WireGuided=FALSE
RangeInYards=55000
RunSpeed=40
CruiseAltitude=150
ActiveRunSpeed=251
TurnRate=10
SensorAngles=60,15
SensorRange=1500
WeaponNoiseValues=190,190
MissileFiringRange=6000,40000
MaxPitchAngle=90
BoosterReleasedAfterSeconds=-1
HomeSettings=FALSE
AttackSettings=FALSE
DepthSettings=SKIM
MinCameraDistance=0.5
ResupplyTime=15
[Model]
ModelFile=weapons/assets/wp_ss-n-16
Material=weapons/assets/wp_ss-n-16_mat
MaterialTextures=weapons/assets/wp_ss-n-16_tx
MeshPosition=0,0,0
MeshWeapon=wp_ss-n-16
MeshWeaponCanister=wp_ss-n-16
MeshPosition=0,0,-0.0594
MissileTrailParticle=weapons/assets/usn_ugm84_missiletrail
MeshPosition=0,0,0
BoosterParticle=weapons/assets/wp_ss-n-16_boosterrelease
AudioSource=MissileLaunch
AudioClip=audio/weapons/missile_launch
AudioRollOff=LOGARITHMIC
AudioDistance=1,25
AudioPitch=1
AudioLoop=FALSE
AudioSource=MissileEngine
AudioClip=audio/weapons/jet_loop
AudioRollOff=LOGARITHMIC
AudioDistance=1,25
AudioPitch=1.1
AudioLoop=TRUE
[/Model]





[Weapon Reference]
WeaponName=Sea Lance
WeaponDescriptiveName=UUM-125 Sea Lance Missile
WeaponDescription=The UUM-125 Sea Lance, initially known as the Common ASW Standoff Weapon, was authorized in 1980 as a successor to both the UUM-44 SUBROC and RUR-5 ASROC anti-submarine missiles. The Sea Lance is housed inside a watertight capsule which can be launched from an ordinary 21 inch torpedo tube. After being fired, the capsule floats to the surface where the rocket will ignite. An inertial guidance system directs the missile to the general location of the target, after which the rocket will drop its Mk50 torpedo into the water.
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Old 07-07-17, 01:56 PM   #3
ETR3(SS)
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Well, put a MK 50 on a SS-n-16 and it worked.
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Old 07-07-17, 01:58 PM   #4
ETR3(SS)
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Awesome, thanks Leopard! I'll give it a shot. Now to see if I can put a depth charge on it.
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Old 07-07-17, 04:11 PM   #5
The Bandit
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Quote:
Originally Posted by ETR3(SS) View Post
Awesome, thanks Leopard! I'll give it a shot. Now to see if I can put a depth charge on it.
I tried that a while ago with humorous results. I thought I had something because the DCs are about the only weapon in this game that has a configurable blast radius. I set one up to drop from the "Sea Lance", weapon fires just fine and travels over the target, once it gets there it even drops a DC, however these DCs are meant to receive settings from the air-plane that is dropping them, they can be fused to detonate at a specific depth, on contact, or both. When dropped by a missile, these parameters do not get set so the weapon is impotent. Further more, for some reason the "SUBROC" did not run out of fuel so it just flew around in circles for the rest of the mission dropping an infinite amount of harmless depth charges over and over again.
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Old 07-07-17, 10:32 PM   #6
ETR3(SS)
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Pretty much what I've gotten when trying too.
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Old 08-01-17, 12:39 AM   #7
LTJGBeam
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Can I ask what the solution was on this? I am having the circling, endless booster ejection situation with no torpedo drop...

Tried using both my version and LeopardDriver's example...

What am I missing?

BTW, can't get the RUR-5 ASROC to work either. Same situation. Only difference in code right now is SurfaceLaunched=TRUE for RUR-5 and FALSE for UUM-125A...

I really want to add these to my 2004 NATO (and forthcoming 2004 Russian Campaign)...

Thanks in advance, I really appreciate the help.
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Old 08-01-17, 04:57 AM   #8
The Bandit
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Quote:
Originally Posted by LTJGBeam View Post
Can I ask what the solution was on this? I am having the circling, endless booster ejection situation with no torpedo drop...

Tried using both my version and LeopardDriver's example...

What am I missing?

BTW, can't get the RUR-5 ASROC to work either. Same situation. Only difference in code right now is SurfaceLaunched=TRUE for RUR-5 and FALSE for UUM-125A...

I really want to add these to my 2004 NATO (and forthcoming 2004 Russian Campaign)...

Thanks in advance, i really appreciate the help.
Not exactly positive but I believe that the ASW missiles used in both PRS and OAS (since its based on PRS) use Leopard Driver's setup. Aside from trying to set them up to drop a DC, I only experienced this on other occasions when I had tried to change 3d model on the missile and another time when I had the speed / altitude set too high / low.
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Old 08-01-17, 06:34 PM   #9
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Quote:
Originally Posted by LeopardDriver View Post
I know it was a canceled project, but I loved it in RSR and I love to use it now as well! Here is the raw data:
So does that mean the US Navy never developed a torpedo like the fictional "Sea Lance"? If this is the case why was it canceled? Seems like a great long distance weapon to me as torps can be rather slow.
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Old 08-01-17, 08:22 PM   #10
The Bandit
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Quote:
Originally Posted by PurpleCow View Post
So does that mean the US Navy never developed a torpedo like the fictional "Sea Lance"? If this is the case why was it canceled? Seems like a great long distance weapon to me as torps can be rather slow.
Couple of reasons but basically what it comes down to is that Sea-Lance (which was also having some development problems) was considered an un-necessary luxury. Also, much like any other submarine launched missile, you have to be careful where you're launching this thing because anybody on the surface in range to see it is going to know where you are.

Finally (and this is one of the reasons that a conventional SUBROC was never done) there's the issue of fire-control over long range (although obviously newer sonars are probably quite a bit better). With SUBROC, it was essentially required that your last step before launching the missile was to emit a single active ping to determine range (and likely give away your position in the process). For the Nuclear depth charge, this wasn't really viewed as too much of an issue, because the other submarine would have about 2 minutes to move outside of the 5 nm kill radius of the blast (he probably wouldn't make it) but for a torpedo (especially the Mk 44 or early pre-Mod 5 Mk 46s) a contact could probably get out of the torpedo's detection area if the right steps were taken once he heard the ping.

Don't ping him and you run the risk of the solution being off, and either way you're also dealing with the CEP / accuracy of your weapon actually putting your air-dropped torpedo right where you want it to go (again so much of an issue for a 250kt warhead) but the Sea-Lance probably would have had a lot of improvement in this department over the SUBROC.
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Old 08-02-17, 08:46 AM   #11
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Awesome explanation ... thank you!
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Old 08-02-17, 12:58 PM   #12
goldfish716
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The payload weapon must be listed before the carrier weapon in the weapons text file. If it is listed later, it won't work.

I wasn't even able to get a depth charge to drop, can you share that, Bandit?
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Old 08-02-17, 02:21 PM   #13
The Bandit
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Quote:
Originally Posted by goldfish716 View Post
The payload weapon must be listed before the carrier weapon in the weapons text file. If it is listed later, it won't work.

I wasn't even able to get a depth charge to drop, can you share that, Bandit?
Well I never got the DC to work either, anything that I have is in OAS, but aside from tweaking it to be different weapons (i.e. the UUM-44B drops a Mk 44 torpedo, UUM-84 drops a Mk 46, different missile speeds and ranges) its not any different from how Sea Lance works.

My theory on why the DC doesn't work is because as an air-dropped weapon, its got to have the detonation depth set by the launching platform, and the missile can't do that. Could well be mistaken on that though, I may take another look at it.
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Old 08-05-17, 11:32 PM   #14
LTJGBeam
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Quote:
Originally Posted by goldfish716 View Post
The payload weapon must be listed before the carrier weapon in the weapons text file. If it is listed later, it won't work.

I wasn't even able to get a depth charge to drop, can you share that, Bandit?
Thanks for the sequencing information. That was what the issue was. The UUM-125A Sea Lance now appears to be working properly. It will make a lot of people happy when I add it to my 2004 Campaign.
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Last edited by LTJGBeam; 08-11-17 at 05:20 PM.
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Old 08-10-17, 08:23 PM   #15
Templar_4450th
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The SUBROC's I have added will function normally, dropping the torpedo without a hitch... oddly though, they will only seek out submerged targets. No matter how close the torpedo lands to any surface vessel, the torpedo will simply run a circle pattern and never track the target. I have even increased the sensor range to a pretty ridiculous amount (3000yd sensor) to test it... still no track on surface ships

I have also ensured that the torpedo code is written in weapon.txt before the subroc code.
Torpedo Code:
 
WeaponObjectReference=usn_mk46
WeaponSprite=weapons/sprites/usn_mk16_sprite
WeaponType=TORPEDO
Warhead=175
SurfaceLaunched=FALSE
WireGuided=FALSE
RangeInYards=12000
RunSpeed=35
ActiveRunSpeed=45
TurnRate=30
SensorAngles=60,25
SensorRange=1600
WeaponNoiseValues=150,230
MaxPitchAngle=35
HomeSettings=PASSIVE,ACTIVE
AttackSettings=SNAKE,LEFT,RIGHT
DepthSettings=SHALLOW,DEEP
MinCameraDistance=0.5
ResupplyTime=15
[Model]
ModelFile=weapons/assets/wp_umgt-1
Material=weapons/assets/wp_umgt-1_mat
MaterialTextures=weapons/assets/usn_mk48_tx
MeshPosition=0,0,0
MeshWeapon=UMGT-1
MeshWeaponPropRotation=700
MeshWeaponProp=UMGT-1_prop
MeshPosition=0,0,-0.0354
CavitationParticle=weapons/assets/torpedo_cavitation_particle
MeshPosition=0,0,-0.0236
ParachuteParticle=weapons/assets/parachute
AudioSource=TorpedoEngine
AudioClip=audio/weapons/torpedo_in_water_loop
AudioRollOff=LOGARITHMIC
AudioDistance=1,25
AudioPitch=1
AudioLoop=TRUE
AudioSource=TorpedoSonarPing
AudioClip=audio/environment/sonar_ping_short
AudioRollOff=LOGARITHMIC
AudioDistance=1,25
AudioPitch=1.3
AudioLoop=FALSE;
[/Model]

SUBROC Code:
 
WeaponObjectReference=usn_subroc
WeaponSprite=hud/default/usn_subroc_sprite.png
WeaponType=MISSILE
MissilePayload=usn_mk46
Warhead=0
SurfaceLaunched=FALSE
MaxLaunchDepth=150
WireGuided=FALSE
RangeInYards=55000
RunSpeed=40
CruiseAltitude=150
ActiveRunSpeed=651
TurnRate=10
SensorAngles=60,15
SensorRange=1500
WeaponNoiseValues=190,190
MissileFiringRange=6000,40000
MaxPitchAngle=89
BoosterReleasedAfterSeconds=-1
HomeSettings=FALSE
AttackSettings=FALSE
DepthSettings=SKIM
MinCameraDistance=0.5
ResupplyTime=15
[Model]
ModelFile=weapons/assets/wp_ss-n-16
Material=weapons/assets/wp_ss-n-16_mat
MaterialTextures=weapons/assets/wp_ss-n-16_tx
MeshPosition=0,0,0
MeshWeapon=wp_ss-n-16
MeshWeaponCanister=wp_ss-n-16
MeshPosition=0,0,-0.0594
MissileTrailParticle=weapons/assets/usn_ugm84_missiletrail
MeshPosition=0,0,0
BoosterParticle=weapons/assets/wp_ss-n-16_boosterrelease
AudioSource=MissileLaunch
AudioClip=audio/weapons/missile_launch
AudioRollOff=LOGARITHMIC
AudioDistance=1,25
AudioPitch=1
AudioLoop=FALSE
AudioSource=MissileEngine
AudioClip=audio/weapons/jet_loop
AudioRollOff=LOGARITHMIC
AudioDistance=1,25
AudioPitch=1.1
AudioLoop=TRUE
[/Model]


Any ideas as to what is wrong?
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