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Old 02-10-06, 02:55 PM   #16
LuftWolf
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Code:
Hey, will this work for UUVs?!!?!?!?
No.

It could but it would be a waste, seeing as they don't go anywhere. :hmm:
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Old 02-10-06, 02:56 PM   #17
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Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by Driftwood
Quote:
Originally Posted by Amizaur
BTW demo of another mod, advanced torp control is ready to download and test. If it works, then I can merge it (oh no! not merging mods again... ) with all previous mods and torpedo control will be in 3.1 as well.
Ok, I give up.........Advanced Torpedo Control?????
If I only had this in the last game we played, I'd have smoked your -spank me!- ass. Oh wait, I won without it. Never mind.

Hey, will this work for UUVs?!!?!?!?
Get you mind back in your books Mattlock! :rotfl:
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Old 02-10-06, 03:07 PM   #18
Molon Labe
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Answer: no, it doens't work on UUVs. And I found that the ping bug has affected UUVs too in the process.... No pings for enabled UUVs in 1.03 and no active data reported. And no, the torp mod didn't do it, I checked... duly reported to SCS.

Anyways, so just because this torp mod doesn't let us change uuv depth yet.... doesn't mean that the final version won't! Right, Amizaur?! You know you want UUVs that can cross the layer on command! (give us an inch, we'll take a mile...)
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Old 02-10-06, 03:33 PM   #19
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It's a whole different doctrine and interface.

Amizaur would have to do the work all over. I suppose its up to him...
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Old 02-10-06, 03:46 PM   #20
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UUV uses it's own (very simple) doctrine, not torpedo doctrine... So rather yes, similar controls can be implemented for UUVs as well.

P.S. As speed chose between 3 and 5kts is not very attractive probably instead there could be start/stop command passed somehow to UUV, only I'm not sure yet what would be a life-time of stopped UUV, if it lasted longer or not... yes, with current speed-range bug as speed comes to zero, range comes to 0.2 of max range and it's >0 so life time should be unlimited for stopped UUV Anyway I wonder why it have limited range when it can take electric energy from the ship by the wire ? Or maybe it can't ? And why ?
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Old 02-10-06, 03:47 PM   #21
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LW, please refer to my earlier post. Is it possible in 1.03 to try out that torpedo doctrine you had in the eariler mod that made a MK 48 into another sensor platform?
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Old 02-10-06, 03:50 PM   #22
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That's not doctrine related.

The torpedo feedback is a single yes or no variable in the database for each torpedo.

In order to enable feedback, use DWedit and go to the ADCAP in the object dialogue and in the verticle row of check boxes to the right of the screen, check feedback and you are good to go. Be sure to hit apply on the object screen and then save on the file menu for DWedit before closing the editor.
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Old 02-10-06, 04:09 PM   #23
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Thanks LW!
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Old 02-10-06, 05:01 PM   #24
Molon Labe
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Quote:
Originally Posted by Amizaur
UUV uses it's own (very simple) doctrine, not torpedo doctrine... So rather yes, similar controls can be implemented for UUVs as well.

P.S. As speed chose between 3 and 5kts is not very attractive probably instead there could be start/stop command passed somehow to UUV, only I'm not sure yet what would be a life-time of stopped UUV, if it lasted longer or not... yes, with current speed-range bug as speed comes to zero, range comes to 0.2 of max range and it's >0 so life time should be unlimited for stopped UUV Anyway I wonder why it have limited range when it can take electric energy from the ship by the wire ? Or maybe it can't ? And why ?
Eh, who cares about UUV speed? It's all about the depth....

Oh, I also noticed my UUV wasn't cavitating at 100ft anymore. I guess 1.03 is being nice to the UUV...
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Old 02-10-06, 07:31 PM   #25
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Any chance of releasing that readme LW .
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Old 02-10-06, 08:21 PM   #26
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Quote:
Originally Posted by LuftWolf
Ok, in case I accidently splash a bottle of bleach in my face or otherwise decide to take a nap before this readme is done, so I don't feel like I'm leaving you guys hanging, you can download LWAMI 3.00 PREVIEW at the CADC now!

http://www.orionwarrior.com/forum/sh...3760#post13760

In case I do decide to change something, be sure to download and install the official distribution when I release it.

Enjoy!

Cheers,
David

PS Please DO NOT post this file to any other sites, as it IS NOT the official LWAMI 3.00 distribution. Thank you

Just let me know when you're done, I'm ready to host.
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Old 02-10-06, 10:45 PM   #27
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Thanks Bill!

I'm trying to work on it DB, I didn't expect to have to test a major bug in 1.03.
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Old 02-20-06, 03:32 PM   #28
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So how's the readme coming along
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Old 02-23-06, 10:30 PM   #29
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All is quiet Must be working hard on 3.0

Is it possible to acquire the readme update?
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Old 02-24-06, 07:09 PM   #30
LuftWolf
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I have been very busy with RL matters.

The task list includes:

1) Final minor changes to LWAMI 3.00 database

2) Rewrite the readme

3) Release LWAMI 3.00 Official Distribution

4) Work on adding new models to LWAMI 3.01 working database and create a separate install pack for the new AI platforms for the stock database (as a separate but related project with the modellers)

In the meantime, as most of you know, you can find the LWAMI 3.00 Preview at this thread in the CADC: http://www.orionwarrior.com/forum/sh...ad.php?t=12418 .

Cheers,
David
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