View Full Version : LuftWolf and Amizaur's Weapons and Sensors Database Mod v3.08 --- Now Available!!!
OneShot
03-08-07, 10:03 AM
Here comes the eagerly awaited v3.08 - Enjoy :up:
So whats new ?
XX-Changes for LWAMI 3.08-XX
--Further changes have been made to the TLAM's and LAM's to improve the reliability of their terrain following. Also, their radar signatures have been reduced to make them detectable at more reasonably short ranges. This same scaling has been applied to all other ASM's and SSM's, aside from SUBROCS; many anti-ship missiles will be harded to detect on radar than previously, although for the most difficult to detect missiles their FCR engagement ranges have been left as set in LWAMI 3.06.
With v3.071 the LwAmi Mod included the Kegety's Font and Texture Mod, and it continues to do that. However due to the fact that some users seem to have problems with the fonts or cant read them, the font mod is now included but has to be activated separately with the JSGME Tool.
Of course with a new LwAmi Version comes a new Splash Screen, this time around for our FFG drivers to enjoy. The Splashscreens can be selected with the JSGME Tool. Take note that if you don't activate a Splashscreen you will only get the default DW Splash to view.
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 (switched to a different RegKey, hopefully it now consistently reads the right path).
The LwAmi Mod comes only in two flavours now - Complete Installer Package and a Bare Bones zip file.
1.) Full package (size : 17MB)
incl. New Modells from v3.05
incl. Kegety's Font & Texture Mod
5 selectable Splash Screens (Plain LwAmi, FFG, P3, SSN, All Plattforms)
Latest JSGME Tool
and of course the LwAmi Database and Doctrines v3.08
- Grab it here : LwAmi 3.08 - Full Package (http://www.commanders-academy.com/luftwolf/LwAmi_308_Full.exe)
2.) Bare Bones (size : 200kb)
only the LwAmi Database and Doctrines v3.08
- Grab it here : LwAmi 3.08 - Bare Bones (http://www.commanders-academy.com/luftwolf/LwAmi_308_Bare.zip)
3.) LwAmi Mod v3.08 - Splash Screens (size : 4.2MB)
Just the 5 Splash Screens and the means to install them
- Grab it here : LwAmi Mod v3.08 Splash Screens (http://www.commanders-academy.com/luftwolf/LwAmi_Mod_Splashes.zip)
Cheers
OS
OneShot
03-08-07, 10:03 AM
http://www.commanders-academy.com/files/images/lwami_background_ffg.jpg
LuftWolf
03-08-07, 11:26 AM
Thanks OS! :up:
For the record, the ONLY things I changed going from 3.072 to 3.08 are: 1) I included the TLAMsubTest doctrine that I released about a week ago 2) I reduced the radar signatures of most seaskimming and anti-ship/surface missiles to make them reasonably less detectible.
Cheers,
David
SUBMAN1
03-08-07, 02:23 PM
Thanks OS! :up:
For the record, the ONLY things I changed going from 3.072 to 3.08 are: 1) I included the TLAMsubTest doctrine that I released about a week ago 2) I reduced the radar signatures of most seaskimming and anti-ship/surface missiles to make them reasonably less detectible.
Cheers,
David
Its about time! jk! :p
LuftWolf
03-08-07, 02:29 PM
Hehe... yeah, I went with two weeks rather than two days... :oops: :sunny:
:rotfl:
Cheers,
David
LW, do you have in mind any major changes soon? I hope we have some time to play with this version or i'm wrong..;)
LuftWolf
03-08-07, 03:35 PM
NO!
In fact, if there are no bugs found, LWAMI 3.08 actually represents the end of the project that Amizaur and I started in August of 2005, that is, to fix DW to the point where we feel the the sim should have been released to the general public.
The next project is to expand the capabilities of the sim by implimenting Advanced Torpedo Controls and Weapon Individualization, as well as to expand the available (non-playable) unit list in a way similar to SCX.
Although most of the technical work on the ATC has already been done and is currently archived, the next version of the mod is going to take at least two months to make ready for user release.
So, my sincere hope is that you can all enjoy 3.08 for some time to come. :up:
Cheers,
David :)
Bellman
03-08-07, 04:21 PM
Well David the magics at your end - had about five hours now on 8 and its a peach.
The TLAMS sassy over the earlier test stuff blowing tight targets away and strangely now the AK and SW TAs behave just as flagged up. :hmm:
Well done mate and sorry here for beeing a pain in the **** en route.
All the best and a BIG thank you for you and the teams very hard work :|\\
(especialy with the flak ;))
Molon Labe
03-08-07, 04:36 PM
So say we all!
LuftWolf
03-08-07, 04:54 PM
Well David the magics at your end - had about five hours now on 8 and its a peach.
The TLAMS sassy over the earlier test stuff blowing tight targets away and strangely now the AK and SW TAs behave just as flagged up. :hmm:
Well done mate and sorry here for beeing a pain in the **** en route.
All the best and a BIG thank you for you and the teams very hard work :|\\
(especialy with the flak ;))
You're a good man, and I want you to be on board with what I do. :up:
Cheers,
David
XabbaRus
03-08-07, 04:57 PM
Did you give all missiles an IR signature?
LuftWolf
03-08-07, 04:58 PM
They've all had IR signatures since LWAMI 1.00. :)
Cheers,
David
XabbaRus
03-08-07, 06:05 PM
OK just had a go with the TLAMS
I assume it installed ok as I get the 3.08 splash screen and I installed after I had deactivated 3.06 and deleted it.
Off the North coast of italy
Fired 2 tlams and they didn't make it past the small hills near the coast. My hope was to see them fly the alps.
Anything I am doing wrong?
Ok one TLAM got a bit further. What determines how well they terrain follow? It seems they take their time changing altitude and it is a FM problem so hard coded. Pity as I'd love to see it flying over the alps.
Molon Labe
03-08-07, 06:18 PM
OK just had a go with the TLAMS
I assume it installed ok as I get the 3.08 splash screen and I installed after I had deactivated 3.06 and deleted it.
Off the North coast of italy
Fired 2 tlams and they didn't make it past the small hills near the coast. My hope was to see them fly the alps.
Anything I am doing wrong?
Ok one TLAM got a bit further. What determines how well they terrain follow? It seems they take their time changing altitude and it is a FM problem so hard coded. Pity as I'd love to see it flying over the alps.
Wha?
small hills? North coast of italy?
That land is only ~40ft in altidude if you're shooting towards the north...
XabbaRus
03-08-07, 06:19 PM
I was on the north west coast.
LuftWolf
03-08-07, 09:35 PM
Ok, everyone needs to find the biggest mountain they can, and then report to me that the TLAM's can't shoot over them. :damn:
If you find something the TLAM's can't fire over, then the TLAM's can't fire over what you've found.
:-?
Mission designers are going to need to make sure missiles can get to targets placed in their missions.
Cheers,
David
Molon Labe
03-08-07, 09:38 PM
Italy doesn't have a northwest coast! The only coast facing north is on the east!
Those aren't small hills there, they reach 2000-3000ft.
Molon Labe
03-08-07, 09:45 PM
Well I just tested shooting through the northern Apennines, and out of 4 routes attempted, all 4 made it through. No close calls. All I can say is pay attention to where you put the waypoints and you should be fine.
Bellman
03-09-07, 01:19 AM
I agree ML the TLAMS performance over varied rugged hilly terrain has improved dramaticaly - in ground avoidance, in using an appropriate vertical terminal declination and as a result in the much higher percentage of kills achieved. :rock:
FERdeBOER
03-09-07, 05:32 AM
Contratulations to all the team!! :up: :up:
You have really improved this game. :yep:
:()1: Cheers!!
TLAM's and SS-N-27 LAM's tested and they are effective in both used conditions. I've used them against plain hills to about 2600 ft+ and they works good.
Driftwood
03-10-07, 08:18 AM
Congrats and Well Done LW! :up: I've been taking a hiatus from DW for the past few months and it's time to get back into my SW and start prowling the depths again! I'm very much looking forward to your advanced torpedo controls. Are we able to use the previous version of ATC with this or should we wait for your next release?
balto63
03-10-07, 09:36 AM
Italy doesn't have a northwest coast! The only coast facing north is on the east!
Those aren't small hills there, they reach 2000-3000ft.
Are you sure !!!!!!
Take a map and take a look at Genoa .....
Hi to all
LuftWolf
03-10-07, 01:28 PM
Congrats and Well Done LW! :up: I've been taking a hiatus from DW for the past few months and it's time to get back into my SW and start prowling the depths again! I'm very much looking forward to your advanced torpedo controls. Are we able to use the previous version of ATC with this or should we wait for your next release?
Great to hear from you Driftwood!
The ATC is a whole new ball of wax. :cool:
I'll have a new-ATC playtest out for DW 1.04 in the next two weeks or so, maybe less. :) (don't worry, this IS NOT a new version of LWAMI for general use... LWAMI 3.08 is going to hopefully be the current official version for at least a month or two)
Cheers,
David
PS I know Molon wants to get in touch with you as well!
Driftwood
03-10-07, 03:33 PM
Thanks LW! It's great to be "back!" ML and I have touched base recently. As a matter of fact it was ML that alerted me to .04's release. I had gotten burned out a little, primarily with virtual fleet stuff, waiting for DW .04, etc. Now that .04 is out AND your latest version of Lwami I'm anxious to get back in the swing of things. The ONLY drawback is the pending release of SHIV in a couple of days.....:rock: Looks like I will finally have the best of both the present and the past! Don't forget me when you get the ATC playtest version released! :know:
Seawolf
03-11-07, 06:19 PM
very well thanks for this great MOD have played it today 6 hours in the evening online on gamespy it was amazing much better as the stock game hope that more people will come soon on gamespy to play with the mod :up:
great work so far now the akulas has no more the uper hand in multiplayer as in the stock game i mean it is very well balaced the game with this mod
balto63
03-12-07, 04:22 AM
Hi to all
I've a problem I've installed V3.08 but in the spash screen I read 3.07
what i've done wrong ?? :damn: :damn: :damn: :damn:
OneShot
03-12-07, 05:39 AM
Did you deactivate and uninstall the older LwAmi version before installing v3.08 ? Because this sounds like the old logo.* files are still present in the LwAmi_Mod/Graphics folder. Further on ... you have to pick one of the LwAmi Splash screens and activate it in the JSGME Tool to actually see a new screen - if you only activated the LwAmi Mod itself you should get the standard DW screen.
balto63
03-12-07, 05:29 PM
Thank you OneShot
I've activated the new splash screen and now all it's ok
Thank you again
LW,
Can you remove the two-stage weapons?
It can be done, but that would cripple the game far more then it would be worth. I doubt luftwolf will do it, but you can do it yourself if you would like. Just download DW Edit (http://www.subguru.com/DW_missions/DWEdit1_7_4_1.zip), and remove everything related to a two stage weapon.
LuftWolf
03-13-07, 05:40 PM
It can be done, but that would cripple the game far more then it would be worth. I doubt luftwolf will do it, but you can do it yourself if you would like. Just download DW Edit (http://www.subguru.com/DW_missions/DWEdit1_7_4_1.zip), and remove everything related to a two stage weapon.
What he said. :)
My advice, if the Mission Debrief screen must be 100% accurate for GNSF matters, is to simply prohibit their use, but this means also banning ALL SUBROCS and the AI MH60 for the FFG... so that doesn't seem like a very attractive option.
The mission replay is pretty conclusive, so I'd adjust your reporting standards to allow manual entries for weapons that don't show kills on the debrief.
Cheers,
David
Molon Labe
03-13-07, 07:30 PM
It can be done, but that would cripple the game far more then it would be worth. I doubt luftwolf will do it, but you can do it yourself if you would like. Just download DW Edit (http://www.subguru.com/DW_missions/DWEdit1_7_4_1.zip), and remove everything related to a two stage weapon.
What he said. :)
My advice, if the Mission Debrief screen must be 100% accurate for GNSF matters, is to simply prohibit their use, but this means also banning ALL SUBROCS and the AI MH60 for the FFG... so that doesn't seem like a very attractive option.
The mission replay is pretty conclusive, so I'd adjust your reporting standards to allow manual entries for weapons that don't show kills on the debrief.
Cheers,
David
Not to mention banning matches that last past X amount of time after a platform is killed. (Where X= the amount of time it takes the game to remove the dead platform)
SUBMAN1
03-14-07, 12:08 PM
LW - I was going to load up torn stars last night but I got sidetracked playing DW with your latest mod. Good job by the way! I love it and thx!
By the way, you know the splash screen still reads 3.07 instead of 3.08?
-S
OneShot
03-14-07, 01:12 PM
Try reading my last posts a short way up. That happens when you just install the new over the old mod.
[quote=To be]
The mission replay is pretty conclusive, so I'd adjust your reporting standards to allow manual entries for weapons that don't show kills on the debrief.
Cheers,
David
Thanks, we have manual entries in our reporting system so it is not a problem. What happen when i have enemy AI surface killed with ASM? If i have a kill trigger assigned? I think the game will not count those kills.
GrayOwl
03-14-07, 03:35 PM
LW,
Can you remove the two-stage weapons?
It is easier to remove all Russian boats - then also 2-stages of a misiles will not be launched :rotfl: :rotfl: :rotfl:
Molon Labe
03-14-07, 07:26 PM
[quote=To be]
The mission replay is pretty conclusive, so I'd adjust your reporting standards to allow manual entries for weapons that don't show kills on the debrief.
Cheers,
David Thanks, we have manual entries in our reporting system so it is not a problem. What happen when i have enemy AI surface killed with ASM? If i have a kill trigger assigned? I think the game will not count those kills.
I just tried to outsmart the game on this, but I couldn't. Triggers testing for side didn't fire. Triggers testing for the base missile didn't fire. Triggers testing for the final stage didn't fire. The only trigger that fires is the general kill trigger. This can be a problem for scenarios that count the number of neutrals one side has killed.
Does anyone know a way around this?
update: tried it using attached kill goals + attack doctrine and with detacthed automatic goals + kill doctrine. No joy.
ML, i've tried the same like you the last night and have the same results. If i have something possitive discovered i'll post here.
BRGDS
XabbaRus
03-16-07, 03:44 PM
I was messing around with ASW missiles and I launched a ss-n-27 asw and I noticed that it didn't drop its torp but the whole thing bosster and all flew into the sea at impat point and then released its torp.
Before they dropped the torp quite high up and it slowed down before it hit the sea.
Anyone else find this?
Molon Labe
03-16-07, 05:02 PM
I was messing around with ASW missiles and I launched a ss-n-27 asw and I noticed that it didn't drop its torp but the whole thing bosster and all flew into the sea at impat point and then released its torp.
Before they dropped the torp quite high up and it slowed down before it hit the sea.
Anyone else find this?
Sometimes, yeah. He's got them releasing a lot closer than he used to, that's for sure. It seems to be only cosmetic, though.
GrayOwl
03-16-07, 05:50 PM
I use the corrected Subroc doctrines from SCX-II - is works very well.
Only each torpedo is lowered always from different height of a ASW Missile. But it works very precisely - torpedo dropped in 200-500 Ft from the subtarget. I am pleased.
But for AI platforms it works poorly - doctrine provides an immediate shot in the bearing of contact. But decision still no ready to good solution for contact – 6 or 8 minutes for triangulation locate target, and the shot is done on the distance, established by default of payment, for the picked up contact - 10 miles ( First mark at nav map for passive contact) AI ASW of a missiles further targets always fly unprecise..
XabbaRus
03-17-07, 04:26 AM
I prefer when they dropped higher up.
Also I have noticed too that AI deployment of the SUBROC weapons is a joke, they are always way off. Maybe the AI doctrine could be improved to firm up the solution.
Molon Labe
03-18-07, 10:47 AM
I prefer when they dropped higher up.
Also I have noticed too that AI deployment of the SUBROC weapons is a joke, they are always way off. Maybe the AI doctrine could be improved to firm up the solution.
I think the AI is only shooting as accurately as their TMA solution allows. With the reduced torp seeker performance in LW/Ami, that means there will be more misses. The newer LW/Amis also have improved engagement ranges for AI subs, and with longer ranges come larger errors.
In stock DW, at least yet in 1.03 (not sure about 1.4) there is major error in SUBROC doctrine files, making them shoot SUBROCs at about 3 times larger distance (seems like imperial vs. metric units bug).
Even old versions of LWAMI fixed this. With LWAMI it should not happen anymore.
Also AI TMA works more or less like this: 1 LOB - big error .. 3 LOBS - smaller error .. 5 LOBS - nice solution.
With LWAMI if you meet enemy cruiser with SUBROCs and active sonar, in the moment he picks you up, 6-10 SUBROCS is heading at your EXACT location. Survive this ..
LuftWolf
03-18-07, 12:43 PM
Amizaur corrected the SubrocAttack doctrine sometime in the summer of 2005... so if there are any problems, I'd be very surprised if they hadn't been caught already. :)
Molon is correct about the AI TMA solutions creating their range errors, it's not the doctrine itself, as the AI uses the same doctrine as the players, entering the same range parameter.
If the range parameter is correct, the weapons will drop their torpedoes on target. To be precise, the weapon is always on target, but the solution can be quite bad for AI at first, just as for humans.
Cheers,
David
GrayOwl
03-18-07, 03:26 PM
The problem in that the doctrine does not give the period of time for the good decision (Delay ASW missile Launch) - as soon as the contact is received, the trigger of doctrine work.
While the good decision will be produced, ASW of a missile already for a long time will be launched at pick up contact.
I think in 99 % cases it always will fly past, - if you do not ping for AI boat active sonar - I here! I here!!!. :p
XabbaRus
03-18-07, 03:37 PM
I know the AI solution is only has good as how well they do their TMA but it seems they launch the ASROCS too early, sub anyway. I think it is something to do with the attackbest so if they pick you up early at long range they will use their longest range weapon.
Anyway to get them to firm up there TMA before they start lobbing things?
It seems quality of AI solution is only based on count of LOBS it has .. in other words of the time it holds the contact. I guess it could be modded to fire let's say after 6 minutes after detection or something like that.
Anyway .. AI will shoot again if the first missile misses, won't it ? It should have better solution at that time.
LuftWolf
03-19-07, 01:10 PM
Regrettably, attack behavior for surface vessels is not controlled in the doctrine system.
Therefore, SUBROC firing for surface ships cannot be changed by modding.
Cheers,
David
Is it ? Anyway .. ships mostly picks you by active sonar, which is precise enough. While subs will mostly pick you by TA ..
LuftWolf
03-19-07, 01:43 PM
The underlying problem is that the changes made to the aTMA to make it less accurate for human players also carried over to the process the AI uses to gain solutions.
This is not a problem by itself, in fact it's actually much better to have the AI come up with bad solutions first (as opposed to near perfect solutions on contact), however, SCS did not adjust the firing logic for AI platforms to compensate for the new uncertainty in solutions.
Thus, the AI tends to fire too early, on bad solutions (because it thinks it has a good solution).
Cheers,
David
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