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View Full Version : LuftWolf and Amizaur's Weapons and Sensors Database Mod v3.071---Now Available!!!


OneShot
02-23-07, 12:24 PM
Actually this is just a Patch for the v3.07 but since I started playing around with PhotoShop again and some other stuff got added to the LwAmi Mod I decided to release the regular three versions of the Mod instead of just a simple Patch.

So whats new ?

XX-Changes for LWAMI 3.071-XX

---Bug Fixes---

--I have improved the reliability of the two stage SS-N-27 ASM in situations with a lot of missiles in the air at once.

--I have reduced the number of extra TIW messages given to the FFG player by creating dubbed versions of all missiles that are both sublaunched and surface launched; the changes should be transparent to players, other than the reduction of inappropriate TIW's across the board. Missiles affected by this change are: SS-N-19 Shipwreck, Harpoon, TLAM, C-801, and the Exocet.

--The Shkval will now enable at the proper preset depth (DW 1.04 bug).

--Anti-missile performance has been improved in terms of last ditch missile fire against ASM's that have entered into CIWS range; all Russian platforms should now perform correctly in terms of missiles assigned to incoming vampires, particularly the Kirov. Also, the AI will now use chaff more liberally against missile threats.

--Air-to-Air Missiles will no longer home on friendly aircraft to eliminate the rampant AI AAM fractride problem; this was necessary because the AI does not use appropriate firing presets when using AAM's (DW 1.04 bug). It should now be possible to utilize fighters in scenarios without Blue-on-Blue overtly wrecking the chain of events.

--Sublaunched SSM's will no longer home on inappropriate targets (like aircraft and helos).

Readme Corrections--The Shkval has now been properly described to "not become comicly loud until it fires its rocket motor ***once it is at its preset depth and course***"; the Shkval fires its motor once it is at its correct depth and path, regardless of its RunToEnable settings, which is where it enables its MAD sensor. The MPT-1UE (SS-N-27 ASW torpedo payload) speed has been updated to the correct 45kts. The MH60 when under FFG control will no longer drop torpedoes on hostile MAD contacts automatically, and the player FFG AI MH60 control section has been updated to reflect this.

Further on the LwAmi Mod now includes Kegety's Font and Texture Mods (with Kegety's Permission). The new Fonts are a tad smaller and clearer and actually make for better reading. The new Textures fix the water and ice textures.

Of course there is a new Splash Screen look here (http://www.subsim.com/radioroom/showpost.php?p=424799&postcount=3)

Now for the actual Downloads

I recommend to uninstall the older LwAmi versions before installing any new version (this and subsequent ones), but then this is SOP for most Programs anyway. Make sure to deactivate the mod before uninstalling it!!

As a disclaimer, since this issue has been brought up - this installer does not change any stuff in the registry, to my knowledge it doesnt even add anything. It only reads the path to the DW install directory.

The latest LwAmi Mod comes again in three different flavours (Take note : the Graphics Update isn't optional - the Small Package as well as the Bare Bones version will only work if you had the v3.05 Graphics installed since they reference the new modells! If you didn't then it is recommended to download and install the Full Package):

1.) Full package (size : 18MB)
incl. New Modells from v3.05
incl. Kegety's Font & Texture Mod
NEW Splash Screen
Latest JSGME Tool
and of course the LwAmi Database and Doctrines v3.071
- Grab it here : LwAmi 3.071 - Full Package (http://www.commanders-academy.com/luftwolf/LwAmi_307_Full.exe)


2.) Small Package (size : 10MB)
incl. Kegety's Font & Texture Mod
NEW Splash Screen
Latest JSGME Tool
and of course the LwAmi Database and Doctrines v3.071
- Grab it here : LwAmi 3.071 - Small Package (http://www.commanders-academy.com/luftwolf/LwAmi_307_Small.exe)


3.) Bare Bones (size : 550kb)
Latest JSGME Tool
and of course the LwAmi Database and Doctrines v3.071
- Grab it here : LwAmi 3.071 - Bare Bones (http://www.commanders-academy.com/luftwolf/LwAmi_307_Bare.exe)

Cheers
OS

LuftWolf
02-23-07, 02:20 PM
OneShot, thank you! :up:

Enjoy gentlemen! :cool:

Cheer,
David

To be
02-23-07, 09:06 PM
I installed version 3.071 (Full install), and it is working perfectly, with one exception. The text of messages in the message box and nav screen info only is garbled, and unreadable. It is entirely incomprehensible charactors (no letters/numbers). Other text (when not in a mission) shows the new font in 3.071. I have not tried a full reinstall yet, and would like to avoid doing so if possible. Is there any simple way I can fix this?


Edit:

Clearly I messed something up on the install, since an attempt to load DW with LWAMI disabled in JSGME results in a "Bitmap failed to load" error, which I assume alludes to the new splash screen. I will do a full reinstall.

LoBlo
02-23-07, 09:40 PM
Did Kegety hack the .dll's or is it just a .dll swapp with the P3?

kage
02-24-07, 12:29 AM
It only reads the path to the DW install directory.
If so it does fail at using it...

kage
02-24-07, 12:32 AM
Did Kegety hack the .dll's or is it just a .dll swapp with the P3?

That was his helo mod, which is not included here.

LuftWolf
02-24-07, 12:56 AM
I installed version 3.071 (Full install), and it is working perfectly, with one exception. The text of messages in the message box and nav screen info only is garbled, and unreadable. It is entirely incomprehensible charactors (no letters/numbers). Other text (when not in a mission) shows the new font in 3.071. I have not tried a full reinstall yet, and would like to avoid doing so if possible. Is there any simple way I can fix this?


Edit:

Clearly I messed something up on the install, since an attempt to load DW with LWAMI disabled in JSGME results in a "Bitmap failed to load" error, which I assume alludes to the new splash screen. I will do a full reinstall.

I just tried everything out, and it seems to be working fine on my computer. The text mod has been around for some time, so something must have happened on your install.

The best bet, as you probably did, is just to try from a fresh install. I hope it works out for you on the next go around, let us know if you continue to have problems!

Enjoy! :cool:

Cheers,
David

UglyMowgli
02-24-07, 08:48 AM
Nemo67 from MS Team told me that in the 3.71 the SSN57 LAM and TLAM lost their land following capacities.

It is a bug or should he must reinstall the 3.71 (he did it after removing the 3.07 and installing the 3.71 on a fresh 1.04)?

OneShot
02-24-07, 09:23 AM
It only reads the path to the DW install directory.
If so it does fail at using it...

It reads the following Key from the registry : HKEY_LOCAL_MACHINE\SOFTWARE\Sonalysts Combat Simulations\Dangerous Waters\1.0 and there the "rootInstallPath" Entry.

Could you please check if you actually have that registry entry ... I dont know why you shouldnt but well. A secondary option I could use for the installer would be :
HKEY_LOCAL_MACHINE\SOFTWARE\Sonalysts Combat Simulations\Dangerous Waters
and there the "Install Dir" Entry.

Cheers
OS

LuftWolf
02-24-07, 09:29 AM
Nemo67 from MS Team told me that in the 3.71 the SSN57 LAM and TLAM lost their land following capacities.

It is a bug or should he must reinstall the 3.71 (he did it after removing the 3.07 and installing the 3.71 on a fresh 1.04)?

Check, thanks for finding this.

It actually appears to be a bug from 3.07 that hadn't been caught until now.

I've got it fixed already... we'll just wait a short bit for any more Saturday afternoon bugs and then we'll do an update.

:up:

Cheers,
David

LuftWolf
02-24-07, 10:25 AM
For those of you who want to fix this right now, here is a link to the fix:

www.commanders-academy.com/luftwolf/TLAM.zip (http://www.commanders-academy.com/luftwolf/TLAM.zip) .

To install, DISABLE LwAmi using JSGME, THEN unzip this file to your Mods/LwAmi_Mod/Doctrine folder. You can then enable the mod normally and the fix will be applied.

OS and I are going to do an updated installer for what will be LWAMI 3.072 tomorrow, which will of course include this fix for the land attack missiles and maybe some other goodies as well. :)

Cheers,
David

MataHari
02-24-07, 03:30 PM
I also have a problem with the new font. The text is OK, but there is no space between the lines, which makes it very hard to read. The bare bone installation uses the old font and it's fine.

LuftWolf
02-24-07, 03:32 PM
Ok, noted... it's not the installer, so it's possible the text mod is simply not compatible with some users' computers.

We'll be sure to have the Kegerty mods selectable separately in the release tomorrow.

Thanks! :)

Cheers,
David

MataHari
02-24-07, 04:26 PM
I also noticed that the new font is used only when I set the resolution to 1024x768. My video card is a NVIDIA GeForce Go 7300. It's too bad 'cause I like it. :cry:

ASWnut101
02-24-07, 04:41 PM
Can I install 3.71 from my *gasp* base DW? I need some !EXTREME! help with installing v1.04 on my cpu.:cry:

OneShot
02-24-07, 04:54 PM
@ASWNut : Unfortunatly that wont work. The mod uses the 1.04 DB as basis and thats unfortunatly not backward compatible with 1.03 and previous as far as I know. So if you want to use 3.07 or any later mod then you have to find a way to upgrade your DW to 1.04 in the first place.

For the next release I'll make Kegety's Font Mod optional and chooseable in the JSGME Tool Editor.

Cheers
OS

Fearless
02-25-07, 12:15 AM
Working great. Thanks guys :up:

Micksp
02-25-07, 04:46 AM
After the problem with Mk60 Captor, which has been replaced the 2000 lb P3 mines, I have another similar problem found with SS-N-27 ASM using LWAMI 3.071. The kills by Captors are not shown into current mission status screen and they are not scored and listed into debrief.txt file. Last night I was in test for SS-N-27 ASM. Fired one against FFG-7 OHP and he takes 40 % damages. Two min later the FFG sunk without any more heats taken and having still 40 % damages. Next target was Kara DDG. After the first salvo 65 % damages was indicated but they was not listed into current mission status. The second salvo sinks him inflicting 100 % damages and that was not listed again. All kills and damaged platforms are missing from both mission status and debrif.txt having the LAWMI 3.071 installed. Then I have the mod disabled and played with DW 1.04 Stock. Attacked FFG-7 again, 40 % damages first salvo was listed and showed into mission status screen. Second salvo sinks him and fired few more SS-N-27 ASM at few more targets. They were destroyed and all data appears correctly into the mission status. In the end another FFG-7 were attacked and damaged. It was listed correctly into both mission status and debrief.txt. All of that shows here we have a problem with the mod, not general DW 1.04 weapons bug.

The same mission played with controllable P3 and some 1000 and 2000lb mines loaded. Deployed 2 of them near Car Carier. When the ship pass about 300 yds the closest mine detonated and the ship was sunk. Because of explosion the second mine detonates to. Used DW 1.04 Stock. The kills are showed into mission status and debrief.txt.

Pisces
02-25-07, 07:42 AM
Oneshot,

Those 3.071 files are impropperly named as if they are still 3.07. (or you placed the wrong link) Please be mindfull of updating the name too as it can create alot of confussion in the patch process. You don't want reports of unexpected patch behaviour, do you?

OneShot
02-25-07, 11:15 AM
@Pisces : Since it was only a Patch Update I've been lazy to not rename the files so I and/or Lw wouldn't have to change all the links in the relevant posts.

So all you get is actually just the v3.071 file ... Since the Mod Folder names are unified and without the numbers in it since v3.07 as well as the installer correctly states that its going to install v3.071 - well ... there shouldnt crop up any problems (hopefully).

Molon Labe
02-25-07, 12:07 PM
I can't repeat the case of an FFG sinking at 40%. I wonder if this is something similar to the DSRV/RBU impact bug we've seen with 1.04.

It seems like the lack of "credit" is occurring with two stage weapons only. I'm betting that the game is giving the "credit" to the SS-N-27ASM stage 1 (for the kill the stage 2 got) and to the Mk60 (for the kill the Mk46 torp got).

I don't know whether or not it can be fixed, but it is something easy to work around using the replay feature. Come to think of it, I like the idea of not having the mission status cheat available in game, especially for the results of using OTH weapons and mines. :ping:

Molon Labe
02-25-07, 12:10 PM
Now, as a side note to the testing I did above, I'm noticing that sometimes the 2nd stage fires on the late side (1 of 4 missiles was actually in visual range before firing). In earlier versions, they all fired at the same point. Is this intended and if so, what variables determine the trigger point?

LuftWolf
02-25-07, 02:12 PM
Regarding the briefing screen: TWO STAGE WEAPONS WILL NEVER SHOW KILLS.

This includes ALL SUBROCS, and in LWAMI the CAPTOR and SS-N-27 ASM.

Regarding the SS-N-27 ASM, the "missiles-in-the-air" limit of the DW engine sometimes prevents the SS-N-27 ASM from firing as soon as it detects a contact. Previously, if this happened, the missiles would NEVER fire its second stage.

I have fixed this so the missiles will always fire, although sometimes will "ripple fire" a particular salvo if the engine thinks there are too many missiles in the air at once. So Molon, that late firing missile would have not fired at all before the recent changes.

Regarding the FFG sinking with 40% damage:

http://img63.imageshack.us/img63/6846/vertsovernfa7.th.jpg (http://img63.imageshack.us/my.php?image=vertsovernfa7.jpg)

This is a feature of the DW 1.04 damage model. Not all proximity damage is recorded to the platforms, so mines and depth charges will frequently sink platforms that are not listed as "dead".

Cheers,
David

porphy
02-25-07, 03:30 PM
nice work, I'm enjoying myself and have started a bit o reeducation to master the Lwami mod :cool: The new models makes it a very good package. :up:

Cheers Porphy

LuftWolf
02-25-07, 03:58 PM
Regarding the SS-N-27 ASM, the "missiles-in-the-air" limit of the DW engine sometimes prevents the SS-N-27 ASM from firing as soon as it detects a contact. Previously, if this happened, the missiles would NEVER fire its second stage.

I have fixed this so the missiles will always fire, although sometimes will "ripple fire" a particular salvo if the engine thinks there are too many missiles in the air at once. So Molon, that late firing missile would have not fired at all before the recent changes.

Based on Molon's feedback, I've made some further changes for 3.072 to make the missiles fire when they supposed to more reliably, thanks for helping me test these changes out. :up:

Cheers,
David

XabbaRus
02-25-07, 06:40 PM
I quite like it that a ship 40% damaged may sink after a time. You could have a ship where maybe a lot of its stuff is working and could still put up a fight, but has been holed and water coming too fast to stop it sinking..

Fearless
02-25-07, 07:11 PM
I quite like it that a ship 40% damaged may sink after a time. You could have a ship where maybe a lot of its stuff is working and could still put up a fight, but has been holed and water coming too fast to stop it sinking..

Agree. There has to be a degree of uncertainty if a ship has sustained damage.

LuftWolf
02-25-07, 07:15 PM
The issue we may run into is whether this kind of "death" satisifies mission trigger requirements... how annoying would it be not to complete a mission because the sim can't recognize something as officially dead. :dead:

On the other hand, my experience with this tells me that the sim at some level does see these platforms as killed, since the AI stops firing at them and ignores them after they enter this condition, so we'll have to see through experience over time whether this is a real functional bug or just unexpected behavior.

Cheers,
David