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Old 09-20-17, 08:31 AM   #1
FPSchazly
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I am completely unfamiliar with this 32555 direct mode. I've always had luck just using snake and making sure I splash the torpedo in the water a good distance from the sub so it can get a lock.
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Old 09-21-17, 12:44 PM   #2
A-Ganger
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After my post yesterday I reinstalled original game to latest update.

Original game the Captor and Mk 54 are not present, but the Mk.50 is the torpedo of choice. Ran another quick mission on difficult setting.

Approaching target from behind him, I'm flying 180 @ 500 ft.
Launched torpedo with target selected and a RTE of 2k yds, snake pattern. Torpedo turns and heads directly at target in which it is suppose to.

As I was flying over target, I launched another Mk 50 after I flew past the target, so now target was behind me about 1k yds.

Dropped another Mk.50-snake, torpedo turned 180 around (as it should since the TARGET was selected and even though it was behind me). Torpedo killed target. The 2nd torpedo hit before the 1 st one arrived since it was launched further away.
However, as the 2nd (closer) torpedo hit, the 1st one was directly on the target and went by it since it was no longer an active target.

Game worked exactly as it should!
Things to consider if you guys are investigating.

1. Original game: even if a target is behind you when you launch torpedo, the torpedo SHOULD turn immediately and head to the targets location. Worked as intended in original game.
2. RA Mod: All these new torpedo settings are really wasteful. I don't know if they were just made up settings or if in fact they are settings that an actual Mk. 50/54/P3/Helo uses?
3. If the torpedo responds as it should as I stated in 1.above, those settings are irrelevant.
The only reason I can ever see using those torpedo settings is if you were just shooting (at a specific bearing) when you are not sure a submarine is even there. But why would anyone do that. You only carry a limited qty.
4. I have played many games where I shot all 8 MK.54 at 1 target and "maybe" 1 of them finds a target, and that is if "any" of them actually do what the settings tell them to do.

Yesterday during 1 game I launched 3 torpedoes, all set to 32555, with target in front of me flying 180. And then I watch all 3 of them turn around and go 000 when the selected target was in front of me.

Captors:
1. I've played at least 6 games this past week where I had the enemy sub boxed in by 4 Captors, and then watch that sub drive around inside all 4 of them and none of them ever launched. I've watched the sub actually drive within 100yds of Captors and they still never fired?
2. It takes Captors a ridiculous amount of time to sink to 1477 ft. This may be accurate, but that's physics and all which I don't know. Just seems that a 3000 lb object wouldn't take as long to sink to 1500 ft.
Consider you drop one from 5000 ft and ^ it still takes the same time to sink or at least it appears to be the same amount of time.
3. This seems to happens maybe 1 out of every 20 Captors I've used, but 1 or 2 times I've seen a Captor launch the torpedo right after it hits the water. Whereas almost every other time these things don't do anything but sink very slowly and sit and listen to submarines drive around them lol.
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Old 09-21-17, 04:21 PM   #3
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New RA 1.43 is out.

Changelog:

1 - Some 3D models KONI FF Class has been fix.
2 - PMT & PMR doctrine fix.
3 - Active Sonar, default bug: The timing of the mark's drawing is synchronized with the time of echo return to the transmitting sub,
instead of drawing the mark at the moment when the sound ping just reached target platform.*
4 - UMS-72 "Grad" ASuW mission: effectiveness weapon has been decreased.
5 - OHIO SSBN User platform: Damage sonar systems fix.*
6 - Stadimeter CTD problem when scrolling through the list of platforms fix hopefully finally.
7 - Alfa SSN, Sierra-I, II SSN: MAD profile has been fix.
8 - Alfa SSN: Max scale depth meter fix to 500 meters.*
9 - IL-38 mini campaign: Fixed an error that incorrectly sets the result of the accuracy of the container drop
10 - Captor Mk 60 , Captor PMK-2 (User Planes): doctrine fix.

You should try

BTW: i know that main modder uses Win7, not Win10. It is very problematic because most of "your" detected bugs are not happend in win7.

If you wanna play MP i think only RA players are still active. Consider this fact.
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Old 09-21-17, 11:53 PM   #4
Polak2
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A-Ganger,
I hope you are monitoring ReinForce Alert main thread at Red Rogers forum. Special fix for P3 TAKKO was issued upon your bug notification (notice post #2671 with your name mentioned) and subsequently that fix was included in the latest RA 1.43

http://www.redrodgers.com/forums/sho...554#post144554

My point is, that indeed there appears to be some issues with win10 and P3, which you have diligently noticed in your extensive testing. Perhaps, its anybody's guess, there might be even other problems as nearly 10 years old simulation is being subjected here not only to evolving and changing OS, but modding as well.

As a bystander rather and only occasional reader of the various DW forums and YouTube DW videos watcher, I greatly appreciate your time and forum input dealing with the problems, or bugs. I hope your testing and posts here would continue in the future and you will not give up on RA mod entirely.
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Old 09-24-17, 07:31 AM   #5
A-Ganger
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Thanks P7 and Polak.

I'm not sure where you saw I am running Win10? but I am running Win 7 as well all the things I've seen and reported are in fact under Win 7.
I tried Win 10 a year ago and it was awful IMO so I switched right back to Win7. And that was well before I even owned DW lol

Also, thanks for the other forum link. I didn't even know it existed
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Old 09-24-17, 09:31 AM   #6
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Installed newest RA Mod a few minutes ago and re-tested.
Not sure exactly what they fixed, but they did not fix this?

Screenshot again:
Notice target and my P3 flying roughly course 250 over Mad target.
As I flew over target, launched torpedo, set to 32555 (direct mode).
Direct mode meaning the torpedo should immediately turn, no matter where you launch it at, and head directly at the selected target.
Direct Mode is basically the same as using ROB course to send torpedo to selected target, yet every time it is used the torpedo goes where ever it wants to go, which is usually North!

And this my friends is what I've been saying for weeks now. These torpedo settings do not work.

Now there is a new .pdf in this mod for the P3, where it says it is better to shoot at a bearing than a contact.
While that tactic is fine and does indeed work, the entire point of this is the 32555 setting should be doing the same exact thing and sending the torpedo to where the contact you have selected is located. Not so much.

CrazyIvan had this on the other forum, but it's not clear if this is in the new mod or if he wanted me to replace this TACCO.dll file?

P3 - TAKKO Station for AUTOCREW fix.
"RunOut BRG" MODE: Still unreleased to breack out set 009 course
A-Ganger can check to see if this error is fixed.
Вложения P3_TAKKO_Fix_143_00.7z (99.9 Кб, 23 просмотров)
Attached Images
File Type: jpg P3_Torpedo_setting32555_still_broken.jpg (45.2 KB, 8 views)
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Old 09-24-17, 10:04 AM   #7
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Another update:

I went ahead and replaced the TACCO.dll that CrazyIvan had linked, and it appears to have fixed the 32555 issue.
I shot 3 torpedoes at different angles (behind, in front and flying beside) target and they all went to target! Awesome!! Thanks

Now a different issue regarding the Captors.

I launched 5 Captors in 7000 ft of water. Every one disappeared from map when they got to around 1150 ft.

The !DWX_RA_1_43_OPFOR_INFO.TXT file discusses the issue of the Captor in previous updates and again in newest update. It appears the Captor was "meant" to be removed from the map if it was launched in depths greater than approx. 3200ft.
However in the previous mods, the Captor would not actually be removed, it would just always sink to 1477 feet, instead of sinking to a set depth in the TACCO screen.

This may have been related to the issue I kept seeing of them not launching the torpedo while sitting at 1477 ft.
While they didn't disappear in deeper water (like they do now), maybe the fact that the code had it sit at 1477 ft which in turn also prevented it from functioning correctly and NOT launching the torpedo.
That is probably what I was seeing although it was not correctly documented.
Meaning it didn't say anywhere that if it was launched in too deep water it would instead sit at 1477 ft and not function. It only stated that in deep water the (surface, shallow, deep and bottom settings) would not function and instead just sink to 1477 ft.

I will test this theory again in a shallower water map today and see if they work any better.

Please relay to Crazy Ivan that the TACCO.dll fix seems to work and he should add it to the 1.43 mod file or inform everyone to replace the TACCO.dll file with the new one.

Last edited by A-Ganger; 09-24-17 at 10:45 AM.
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