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Old 01-04-2006, 07:16 AM   #121
bubblehd647
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Sonar interface improvement:

IIRC, on the real BQQ-5 passive BB displays, in addition to the stern marker that is currently modeled, there is also a ships head marker. Right now I see a marker at the top of the stern marker that I THINK is supposed to really be this indicator.
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Old 01-13-2006, 05:24 PM   #122
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from what i can tell from experimenting with the map editor, the bottom type is extremely important in 1.03b. If its rock, you'll get those huge detection ranges, like several miles. If its mud, it cuts it in half approx. If its a sand bottom, sonobouys on active will hardly even work up to mile. Theres a thread in here that talks about sonobouys only working 500-750 yards away and it happens with a sand or mud bottom, especially if the sub is going less than 5 knots. I kinda wish you could see in game what type of bottom there is, because it affects the sonobouys so much.

I'd like to see another controllable surface ship so both teams wont have identical ships online, which can be confusing without show allies. And another type of controllable surface ship that complements the FFG.

An air to air weapon would be usefull for those rare moments online when theres nothing but air players left.

Tone down the noise on the non controllable AI subs. They are like an underwater rock concert as it is now. That and they're deaf as all. I know the lwami mod addresses this.

I kinda like launching stuff from above with p3. the ciws on the FFG will engage falling torpedoes (im pretty sure). if u do max speed and altitude, you can launch a bouy 12 miles ahead, i though it was kewl. Torp lead is not nearly as much.

i dont like the tma on paper that the ffg has. GB2 sub style please.

My joystick isn't fancy enough to work the gas correctly in the chopper. I wish i could just click digital buttons to notch the gas up and down slightly, and hold the gas in its place when im not doing anything with it. Right now it requires constant attention, when I'm looking or a "cruise control".
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Old 01-15-2006, 08:56 AM   #123
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Default Air Banks

Is it possible to have the air banks at 100 % at the start of the mission?

Ron Banks MMCM(SS), USN(Ret)
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Old 01-17-2006, 02:10 AM   #124
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Is the Type-40 torpedo dropped from the SS-N-27 supposed to be able to sinke ships? It says its asw only...

I've had them lock onto, track, and sink merchants!
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Old 01-18-2006, 02:23 PM   #125
Wim Libaers
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ASW only in this game seems to mean that it can only be targeted on contacts that are classified as subs. But once it's in the water, it can hunt anything it wants.
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Old 02-05-2006, 10:24 PM   #126
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Default The MAD parade

I'm venting a pet peeve

Whenever AI ASW helos and P3 get a mad contact on a player sub, all they do is just circle around it repeatedly getting mads, over, and over and over again. Once they have a MAD contact they never loose it and continue to circle forever, most of the time resulting in 3-4 planes/helos all doing a goofy looking dance overhead of the sub below. And they rarely ever attack, they just circle over and over and over again for what can last for hours.

Bad AI programming? Probably. Solution? Not sure, but something to address this aberant behavior would be nice.
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Old 02-07-2006, 07:29 AM   #127
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Default Re: The MAD parade

Quote:
Originally Posted by Deathblow
Solution? Not sure, but something to address this aberant behavior would be nice.
I suspect the problem is that once they have a mad contact, they're inclined to keep it, but mad does not classify the contact. If they dropped a (passive) buoy automatically, upon getting that mad contact, it might help.
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Old 02-07-2006, 01:00 PM   #128
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That sounds like something a new or modified doctrine might easily fix ... Sort of, if MAD then drop Passive Buoy
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Old 02-07-2006, 01:56 PM   #129
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Could changing value of PreenableCourse variable inside doctrine also update the connected Heading value displayed on sub torpedo control screen ? Please please please, I'm asking very much for this if it's possible !!! Thanks in advance
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Old 02-07-2006, 04:28 PM   #130
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Oneshot, once you have a mechanism not to drop one each frame the game proceeeds, you have only one problem left: How do you drop a buoy from the doctrines? "Fire dicass deep" ?
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Old 02-07-2006, 04:31 PM   #131
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There are no doctrine level commands to drop buoys that I am aware of.

That kind of behavior for air platforms is coded in the AI engine.

In general, submarine behavior is more or less completely doctrine controlled, ships are a mix of doctrine and engine, and aircraft are mostly controlled by the engine.

Of course, there may be doctrine level commands for ships and aircraft that are not currently being used, but I am not aware of this being the case in this situation.
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Old 02-07-2006, 06:51 PM   #132
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Quote:
Originally Posted by LuftWolf
That kind of behavior for air platforms is coded in the AI engine.
.....
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Old 02-11-2006, 01:32 PM   #133
MaHuJa
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Savegames.... Not all relevant information for a platform is saved. As one example, a dead platform that hasn't yet been removed from the game when the game is saved, will never disappear if the game is reloaded.

(Not that I think they *should* be removed, but that's another case.)
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Old 02-15-2006, 03:53 AM   #134
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Wakehomers could have setting 'heading after enable' .. so one cac easily shoot them from target's front hemisphere.
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Old 02-20-2006, 05:16 PM   #135
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When in multistation on the HELO and the ORION, the one manning the ACOUSTICS cannot see the LOBs he assigns...
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