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RodBorza
02-05-08, 11:08 PM
1) What is the Cinematic View on 3D useful for? What's the difference between it and the normal 3D?
2) What are the differences between the store game and the LwAmi mod? Should I get it?
3) I know it was asked in here before but...is there any plans for new games from Sonalysts? Are we orphans again (first Jane's and now...)?

Tks!

Molon Labe
02-06-08, 12:54 AM
1) What is the Cinematic View on 3D useful for? What's the difference between it and the normal 3D?
I don't know what the cinematic view is. I think SCS has a tool called a cinematic editor, but they have not released it to the public.


2) What are the differences between the store game and the LwAmi mod? Should I get it?

LuftWolf and Amizaur痴 Weapons and Sensors Realism Mod v3.08
For DW 1.04 Build 378
SimHQ Reader痴 Choice Award Winner
Readme by LuftWolf

Thank you to Amizaur for his partnership on this project.

Graphics updates imported by XabbaRus. Model credits are provided in an included file.

Thank you to Kegetys for providing his Font and Texture Mods, credits are provided in an included file.

Thank you to OneShot for extensive logistical support.

Thank you to finiteless, Ludger, and jsteed for their contributions to modding DW. Thank you to Bill 鉄ubguru・Nichols for hosting the work of so many talents modders and mission designers. Thank you to Molon Labe, TLAM Strike, and Bellman for extensive testing and multiplayer testing.

All database editing was done with DWEdit by Ludger, without whom this mod would not have been created.

The purpose of this mod is, straightforwardly, to address the aspects of DW game-play that most bother its authors, while improving the simulation experience and fixing bugs, without introducing any new ones. Thank you in advance for downloading this mod. Please send as much feedback as you can via the dedicated thread on the www.subsim.com mod forum, http://www.subsim.com/radioroom/showthread.php?t=83132 .

TO INSTALL: Run the self-extracting .exe installer and follow the on-screen installer prompts. After installation, enable LWAMI using the JSGModEnabler.

NOTE: Saved games created with one Database and Doctrine set are not compatible with any other versions of the database, however, you can restore a previous version of the Database and Doctrine folders at any time to load saved games associated with that database. Saved campaigns are associated with your player profile and are not affected by game or database version. Please note, the charts and graphs previously included with this mod are now out of date, and will be updated in a separate release.

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.


XX-Changes for LWAMI 3.072-XX

---Bug Fixes---

--The TLAM and SS-N-27 LAM will now properly follow terrain (LWAMI 3.06 bug)

--The B-871 Alrosa Kilo 877 has been added to the playable Kilo list, since it is currently active in the Baltic Fleet.

--The warheads of some SAM's have been corrected (increased) to properly model their effectiveness in bringing down aircraft.


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.


XX-Changes for LWAMI 3.07-XX

Bug Fixes and Various Platform Changes-All SUBROC's will now function correctly (LWAMI 3.06 bug). The prop on the merchant ship will now rotate in the correct direction. Russian ships have been adjusted to provide better air defense and the ESSM has been added to the Burke DDG. The Kirov is also now harder to sink. The prop speeds and directions of torpedoes and surface ships has been adjusted across the board for some graphical enhancement.

AI Sonars-The sensitivity of all AI sonars has been increased significantly. This was necessary because the AI does not report any contacts until it has POSID on sonar, which is often at less than half the range a human can detect a contact given the same sonar parameters. The AI should perform much better now, but it may make some scenarios play out much differently than before.

CounterMeasures and Torpedoes-The Non-Exploding on CM's Torpedo Mod by Amizaur has been restored to LWAMI. This overrides the .ini setting. I have done this because 1) the SCS fix produces buggy torpedo behavior (flying to the surface) 2) the SCS fix doesn't differentiate between the NIXIE towed decoy and other decoys, which leaves the FFG and other Blue navy platforms quite vulnerable. My recommendation is to SET YOUR .ini FILE TO 100% TorpsExplodeonCM and use the TorpHoming doctrine created by Amizaur, however, if you want to retain control over your decoy explosion setting, you can restore the stock TorpHoming doctrine at any time and the .ini setting will function again. The stock TorpHoming doctrine works seamlessly with the rest of LWAMI, so it's your choice.

Mk60 CAPTOR-The CAPTOR now replaces the 2000lbs Mine on the P-3 and the 1000lbs mine has been restored to previous operation.

ASuW Safety and SUBROC/CAPTOR Torpedoes-Torpedoes fired from SUBROCS and the CAPTOR have the ASuW Safety feature permanently enabled so these weapons will never engage surface ships.


XX-Changes for LWAMI 3.06-XX

***I've added some things completely from scratch in this version of LWAMI which will have a big impact on gameplay. If there are bugs, or something needs to be adjusted, please be gentle. :-) I'm always ready to make changes when necessary.***

Bug Fixes-The SeaWolf hull sonar will now function correctly (bug from 3.05). The Shkval will now shutdown when it reaches its maximum range (bug from 3.05). The dimensions of the freighter have been updated to reflect the new model. Also, the props on the Oscar II and Foxtrot will now rotate correctly. The submarine thrusts have been corrected to allow the playable nuclear subs to come to complete stops (LWAMI bug). The fast infiltration craft will now behave like boats, not jets. :-) Note, they no longer have a sound vs. speed curve, so they are perpetually very loud. The UAV will now function like other similarly armed aircraft. Also, appropriate ESM and radar equipment have been added to the aircraft and helos previously missing these items. All mines will now stop at the preset depths and will not exceed their maximum operating depth. The AI, when firing torpedoes, will now set them to utilize the layer properly, and will now set their torpedoes so they do not hit surface ships when they are not targeting a ship or shallow submarine.

Mk60 CAPTOR Mine-WEAPON ADDED-The Mk60 replaces the 2000lbs Mine (as of LWAMI 3.07) on the player and AI P-3. The CAPTOR is an encapsulated Mk46 torpedo mine with a passive sensor array equal in sensitivity to the VLAD sonobuoy. When laid, the mine goes to its preset depth (max 3000ft). The available depth on the P-3 interface are: Surface 90ft, Shallow 400ft, Deep 1000ft, and Bottom, which will place the mine on the bottom or at its max depth of 3000ft. The mine is able to classify between hostile and friendly targets, and will only engage HOSTILE SUBMARINES when the ROE for the scenario is set to WAR. When a valid target is detected within 4000m, the weapon will fire a Mk46 using a Snake pattern in the direction of the target and then shutdown shortly after. Note, due to the insensitivity of the CAPTOR passive sonar, most modern SSN and SSK detections/engagements at patrol speed occur under 4000m.

SS-N-16 Stallion and APR-3-WEAPON ADDED-The APR-3 has replaced the APR-2E on Russian ASW aircraft and the SS-N-16 Stallion SUBROC torpedo payload, previously the UMGT-1 (the UMGT-1 remains the torpedo payload of the SS-N-15 Starfish). The APR-3 is a turbojet torpedo with a circle search pattern and a search speed of 40kts, and an active sensor equivalent to the MPT-1UE (the SS-N-27 payload). When the torpedo acquires a target, it will move to a homing speed of 68kts. The nominal max range of this weapon is 2.5nm, although in practice its effective range is closer to 1.5nm due to the speed vs. range curve in DW 1.04 (a feature I've tried to utilize here). Due to the speed of this weapon, its maneovering ability is very limited at homing speed and it does not have a reattack capability. When the torpedo acquires and burns through a decoy or is outmaneovered by its target, it will malfunction and run straight or go to the surface until it runs out of fuel.

Advanced UUV-The passive sensor has been reduced in sensitivity and aspect considerably and the active sensor has been disabled completely (the passive sensor now has a 100 degree view on both sides rather than a 150 degree view on both sides as before, roughly the same dimensions as a submarine sphere sensor). The BB sound of the UUV has also been changed to a slightly different sound in the stock DW sound archive. The UUV now has a range of 17nm @ 6kts and max speed of 20kts with a range at max speed of 2.7nm. The sensors are totally washed out at 8kts, with some washout above 6kts. The operation is as follows. You must be at 4kts as before, and enter the presets in the same way. After firing the weapon it will begin to feed back data immediately and move at 4kts. The speed of the UUV is controlled with the enable button and the depth is controlled with the preenable button. The preenable button has no effect on the passive sensor. One click of the enable button will stop the UUV; it can persist indefinately in this state, a second click will speed the UUV up to 6kts. A third click of the enable button will speed the UUV up to 12kts, the max speed the UUV can travel in up to 90ft of water without cavitating. A fourth click of the enable button and the UUV will go to its max speed of 20kts. A fifth click will stop the UUV and reset the counter, although you can click the enable button twice slowly and set it to 6kts. Note the sensors are washed-out above 8kts and do not feed data. The preenable button depth control works as follows. The first click does nothing. A second preenable click will send the UUV to the preset search depth. A third preenable click will send the UUV to 90ft if it is in over 100ft of water or 45ft if it is in less than 100ft of water. A fourth click will send the UUV back to launch depth, and reset the cycle. NOTE: There is an unsupported feature as well. If you leave the UUV at 4kts speed, the launch speed of the weapon, and make a depth selection, the weapon will oscillate between all the preset depths. This can be used to set the UUV to automatically search above and below the layer without player input, although this was not an intented feature, so there may be errors with this use of the UUV. Otherwise, it should work entirely as described above.

TIW Messages for UnderWater Missile Launches-All submarine launched missiles will now give a verbal TIW message when detected on sonar. Note, you will occasionally get TIW messages when functional missiles hit the water.

Torpedo ASuW Safety Feature-The ceiling preset on the fire control panels now have an additional function. By default, torpedoes will now no longer engage surface targets or surfaced submarines, this is the ASuW Safety On condition. If you wish to engage surface targets or a surfaced submarine, you can disable the ASuW Safety by setting the Ceiling to be 60ft (18m) or less, and the torpedoes will engage all detected targets. The Ceiling will also function as an absolute hardcap on the depth of the torpedo as before. The AI will use the ASuW Safety appropriately.

RBU's-The RBU's will now function correctly (although some work has yet to be done to polish this, they are now very effective ASW weapons).

Advanced Seaskimming ASM's-I've added variable decoy logic to the most advanced sea-skimmers in the game, to make chaff 50% less effective for these missiles than for other missiles. The missiles improved by this change are the SLAM-ER, TASM, Harpoon, and SS-N-25. Chaff for these missiles will be 12.5% effective, whereas it is 25% effective against other missiles.

Visual, FLIR, and Night Vision Detection of Submerged Submarines-Aircraft and helicopters are now able to see shallow submarines. The mean depth for vulnerability to detection is 80ft. The exact depth of detection varies by submarine, but for playable submarines 80ft should be considered the safety depth (because of depth drift). In good weather, SSK's and other small submarines are detected at approximately 1nm, with SSN's being roughly 1.25m, and larger submarines like the Typhoon and Oscar II being as high as 1.75nm. In poor weather and at night, detection ranges drop considerably. The automatic lookouts for the player P-3 and MH60 are able to utilize this feature, and will call out near surface submarines like all other visual contacts. PLEASE NOTE: The visual detection range for the A/C's and helos on submarines is constant whether they are at PD or on the surface, and of course the ranges have been tuned for undersurface detection. This is unavoidable to implement this feature. For AI platforms, this will not matter, because the AI always has its radar on, but players should be aware of this when using the P-3 or MH60. I apologize in advance for those of you who don't like this, but I feel the trade off is worth it so that submarines are no longer invulnerable to detection at PD with all their masts up. :-)


XX-Changes for LWAMI 3.05-XX

We Have New Submarine Models!-We have incorporated new models from the SubSim community, please see the model credits file for the complete list of new models. The Typhoon in particular looks sweeeeeet. BIG thanks to XabbaRus.

FFG and 688i Models-I have made the necessary object dimension and launcher and mast position corrections for the new FFG and 688i models in DW 1.04. Also, I have swapped the NIXIE and TA positions on the FFG7 OHP so they are in their real life configuration.

MH60 Dipping Sonar-I have carried over from stock DW 1.04 the new model for the dipping sonar unit as well as the stronger dipping cable fix, which should make breaks of the dipping sonar cable more rare.


XX-Changes for LWAMI 3.04-XX

Aircraft and Helos-I've continued to work on more internal changes to get ASW aircraft to function effectively. Most notably, AI helos will definately no longer drag their active dipping sonar and they should not crash as frequently. Also, the AI MH60 when under player FFG control should no longer go wandering off on its own and now launches with its radar OFF. In addition, I have added a sensor to AI ASW aircraft that allows them to properly ID MAD contacts when they directly overfly them, since before they just helplessly overflew contacts until it got classed in some other way, or if the mission designer went through hoops to get them to class the targets.

Hellfire II-The fire and forget version of the updated Hellfire has replaced the originial Hellfire. The player MH60 can fire all four at the same time and the AI can now fire two at a time (because of engine limitations).

E-2 Hawkeye-The thrust profile of this aircraft has been updated to it can now launch from carrier decks without crashing.

SeaWolf Sonars-The SW WAA hardcap has been set back to 15nm, so it will no longer register contacts over that range. However, the SW Hull array has been modified so it has a full forward view encompassing the entire coverage of the sphere sonar as well, although it is still treated as a separate array. This is based on the best available data regarding the SeaWolf sonar suite.

Submarine Sonars-The bearing error of all player submarine Sphere and Towed Array sonars has been increased. Submarine hull sonars, FFG sonars, and AI sonars have been left as before.

Playable Unit List-I have added the expanded playable hull list and "Easternized" the playable submarine hull and class names. Non-playable units have retained their NATO designations. Although the names of all the Kilos have been changed, their database Object ID remain the same so there should be no backward compatibility issues with old missions. Units added: three Proj 971a/m; two Proj 971u; numerous Proj 877KM, the SSN23, three KLUB capable 636i for the PLAN.

SSN Performance-The speed of the 688i has been reduced to 33kts and the speed of the Akula I Imp has been increased to 35kts. This is based on the best available estimates, identical to the values in SCXIIc, and long overdue in LWAMI.

Squal Rocket Torpedo-The Squal now has a very low noise profile upon launch, and does not become comicly loud until it fires its rocket motor once it is at its preset depth and course... it is now possible to use this weapon in a stealthy manner.

AEGIS Performance-The anti-missile performance of very capable AEGIS or AEGIS-equivalent ships should now be much better in terms of both ammo conservation and approriate "high threat" response.

Missile and CIWS Performance-I have lowered the overall CIWS effectiveness to something reasonable and reduced the Search Radar signatues of small, slow, seaskimmers to reflect their real world effectiveness. In addition, I have lowered the flight profile of a number of particularly good seaskimming missiles and reduced their Fire Control Radar signatures to reflect the overall difficulty in actually engaging these kinds of missiles, designed to be survivable because they are in fact difficult to defeat using radar guided equipped (hence the RAM was developed... which is very effective against everything since it's IR and very maneoverable). Also, AI the FFG7 OHP has been given the ability to have two SM-2's in the air at the same time, to reflect their real world and player counterpart capabilities, although keep in mind the launcher still reloads very slowly so the ship won't gain much benefit in close situations. NOTE: Do not be surprised when you are unable to lockup a seaskimming missile with your FCR despite the fact your search radar has illuminated it. The engagement range on these weapons has been around 5nm in my testing using the FFG7 SM-2.

TEST-71-NK-The Test-71-NK equipped on Chinese Kilos will now function exactly like the Test-71 except that it can be targeted at idenified surface targets on the fire control or nav map.

Random Torpedo Direction Mod-I removed the random direction mod from all torpedoes, since it is necessary for shooters of subrocs and FFG ASTAC's to know where their weapons are going when they fire them.


XX-Changes for LWAMI 3.03-XX

SLAM-ER Upgrade-We have enabled ASuW capability for the SLAM-ER equipped on the player P-3 Orion. The missile can now function in Strike mode and ASuW mode. To set the missile for Strike mode, use as described in the manual as before. Be sure to make the final waypoint directly over the target or the missile will likely cause only light damage (as the SLAM-ER has a much smaller warhead than the TLAM, about half). To use the missile in ASuW mode, set the two approach waypoints such that the missile is headed at the surface target as it approaches the final waypoint and ***set the last waypoint over water*** (this is how the missile is able to distinguish Strike mode and ASuW mode... if the last waypoint is over land, it will operate in strike mode, if it is over water, it will operate in ASuW mode). The last waypoint is the enable point for the weapon. At the enable point, the missile will drop from its skimming altitude of 30ft to just above wave-level. At this point the weapon will enable, and if it immediately has a target, will stay low to the sea and home the target. If the missile does not immediately acquire a target, it will slowly climb back to search altitude of 30ft, and travel in a straight line, searching and homing using a radar seeker. The sequence described is a "stealth enable" feature that should improve the survivability of this weapon over the standard Harpoon. In this mode the weapon resembles a Harpoon with upgraded stealth, range, warhead, and waypoint capabililty. In terms of warhead power, two SLAM-ER hits will destroy a FFG7 OHP. The AI F/A-18 Hornet and P-3 Orion previously equipped with the SLAM-ER have been given an appropriate load of SLAM's for Strike capability and Harpoons for ASuW capability as the AI is not able to properly use the SLAM-ER.


XX-Changes for LWAMI 3.02-XX

MH60 Pylons-I have corrected the placement of the torpedo on the starboard pylon for the player MH60. Also, all Hellfire Strikes fired by the AI controlled MH60 will appear to come from the Port Pylon, but this is a minor graphical difference. Note to MISSION DESIGNERS: If you chose to start the FFG Helo in the air at the start of the mission you MUST make it a playable platform as well (although you can tell players not to select it in the briefing for the MH60 if they select it). Also, for some reason, you cannot put the helo in the air with the Strike load out selected and I cannot fix this (it will revert to the ASuW configuration).

XX-Changes for LWAMI 3.01-XX

FFG ASTAC MH60 Loadout悠n LWAMI 3.00, the ASuW loadout was incorrect and this has been fixed. Also, since we are unable to add two torpedoes to the Strike configuration such as for the player MH60, we have added an extra rack of four Hellfire痴, making the Strike Loadout now 8 Hellfire痴. The same fix that prevents Mavericks from homing on submarine below PD and damaging fully submerged subs has been applied to the Penguin and both Hellfires.

XXX-Game Play Changes--LWAMI v3.00-XXX

Sonar Modeling輸ll active and passive sonar systems in the game, both for the AI and human platforms, have been scaled in terms of their projected real world effectiveness. The Passive and Active noise levels of all platforms in the game have also been completely reworked. Platforms now have Sound vs. Speed curves that are appropriate for their class and quality. Further, all playable platforms have unique Sound vs. Speed curves, giving them unique sound characteristics at each speed, so please see the charts supplied with the mod package to determine how much noise a given platform is making at a given speed (Note: the Chinese Standard Kilos and Indian KLUB capable Standard Kilos have a starting PSL of 58 and then increases noise as other Kilos, to model the 877EKM version sold to those countries). The overall effect of these changes is to reduce the detection ranges against realistically quiet platforms at low speed, and increase the detection ranges against loud contacts (since all passive sonar hard-caps have been removed, you will no longer notice loud contacts suddenly appearing at high signal strength). All in all, the total sonar performance should be closer to what one would expect in all conditions against all kinds of contacts than the stock game.

Torpedo Performance祐ubstantial improvements have been made to torpedo behavior.

1) The search pattern of snaking torpedoes has been reduce from 90 degrees forward arc to 60 degrees forward arc; AI torpedoes fired at submerged contacts will no longer strike nearby surface traffic by mistake; and the AI will now also sometimes fire torpedoes under layers at submerged targets.

2) Torpedoes now have seekers of unique quality and ping frequency, as previously all torpedoes were equally capable of detecting and tracking a target because they all shared a single seeker. The practical effect of this is to make high quality heavyweight torpedoes such as the ADCAP or UGST much more effective weapons individually than lightweight torpedoes such as the Mk50 or SUBROC痴 or older out of date torpedoes.

3) Torpedoes will now reliably begin searching again after losing their track or being spoofed by and burning through a countermeasure.

Passive Signature for Underwater Missile Launch輸ll sub-launched missiles now produce a very noisy transient when launched. The exception to this is the Harpoon, which is much quieter, simulating its launch from a canister which opens up once it gets to the surface, making it a better option verse the TASM than previously. As of LWAMI 3.06, players will now get a verbal TIW message when the sonar detects an underwater missile launch. Please note, you will occasionally get TIW messages when missiles hit the water as well.

MAD and SAD裕he maximum depth at which an AI platform can detect a human sub is now a plausible 750ft (slightly less than reported in RL because the AI can detect contacts at any altitude). The max depth for human MAD is 1000ft and human SAD is 750ft.

Damage Modelling輸ll values for neutral and supply ships have been adjusted to make them more realistic in terms of the damage they will sustain. Light civilian ships are made more fragile and heavier ships are made realistically difficult to sink. Heavy military supply ships are made slightly more sturdy than the OH Perry Class FFG. Medium supply ships and oil tankers are slightly less rugged than the OHP and medium civilian ships have been made slightly tougher than before. Expect to have to use several medium and light torpedoes or missiles against heavy shipping now, with more necessity to be careful in wasting weapons when facing a convoy. We have also decided to rework the damage modeling for most warships as well, with heavier ships of better build being modeled with appropriate levels of survivability. Expect some ships to be a little more difficult to sink and some ships to be a little easier in a sensible and predictable way. Further, some submarines known for being particularly rugged, such as the Typhoon, have been given higher damage ratings so that they may now sustain single hits from lightweight torpedoes, as we believe to be realistic. Specifically, the Oscar will take multiple hits from LWTs and the Typhoon will take two ADCAPs to sink. NOTE: All playable torpedoes will kill all playable submarines with a single shot if delivered accurately on target when the weapon detonates.

AI Improvements:
1) AEGIS behavior has been fixed. AEGIS ships will now provide effective fleet defense against vampires up to 18-25nm and bogeys over 45nm, depending on the conditions and the target altitude. VLS equipped ships will fire multiple missile volleys at fast moving inbound targets that have escaped the first round of counter fire.

2) All platforms with sonar sensors now have effective sonar that are accurately modeled for their type and quality. Surface ships and submarines equipped with TA痴 are capable of using them to see under layers if they are above within distance and traveling slow enough. AI Surface TA痴 do not operate in water shallower than 75ft and AI submarine TA痴 do not function if there is less than 50ft of clearance under the submarine.

3) Submarines are now much more aggressive. AI captains will fire on hostile targets much sooner than previously, and will often wait until a target enters its evasion pattern for the first salvo before firing a follow up shot and clearing the datum.

4) Aircraft and helicopters will actively classify and engage their own or sonobuoy tracks and MANUAL links from humans (allowing utilization of the link and AI for combined arms operations). Helos with dipping sonar will use their dipping sonar when prosecuting a track, with the process sometimes taking up to 10 minutes to complete a dip. Sonobuoy laying and attack behavior on link contacts from other AI platforms still needs work, but it is possible that this is beyond the limits of modding the software. At this time, the AI can be counted on to identify and prosecute manual human link contacts (if you have a datum for an unknown submarine you can link it and friendly ASW assets will attempt to find its exact location and classify it and then prosecute if it turns out to be hostile) as well as attack MAD contacts and sonobuoy contacts. As a side note, aircraft now properly drop submerged MAD and sonar contacts when they lose their track after some time, as before the simulator was having them update the contacts indefinitely, which is not a good thing.

XX-Specific Platform Changes-XX

Seawolf裕he Max speed of the Seawolf is now 38kts. The Seawolf is still easily the quietest, fastest, and most heavily armed submarine in the world. ;-)

Player FFG AI MH-60 Helocopter-DIPPING AND MAD CAPABLITY ENABLED-The AI MH60 for the player FFG has been given dipping capability and sensors. To order the MH60 to dip, assign a Fly-To waypoint where you want the helo to conduct a dipping search. When the helo gets to the waypoint, the helicopter will stop and descend to 45ft, at which point its dipping sensors will become active. To stop the dipping procedure, assign another waypoint and the helo will go back up to speed and go back to 300ft. The helo has an active dipping sensor (which of course can be heard on submarine active intercept) set at 45ft of depth. The helo also has passive sensors set at 45ft, 600ft, and 1400ft. All sensors are active at the same time. To compensate for this efficiency, I have reduced the sensitivity of the AI sensors on the MH60. The MH60 also now has and effective MAD that can reliably detect submarines down to 750ft of water depth and 1200m around the helo. The range of this sensor is increased somewhat over what is reported in real life to compensate for the imprecise waypoint control in the ASTAC interface. You can now set the MH60 to perform MAD pattern searches on its own by assigning multiple Fly-To waypoints over a search area. The MH60 will fly to each waypoint with its MAD sensor active. In terms of employing torpedoes in ASW, I recommend using Torpedo-Drop waypoints (as opposed to firing from the NavMap) while the Helo is under ship control to minimize interference with the autopilot. All three torpedoes, including the Mk54, can be dropped using waypoints, with the Mk54 being the last torpedo used after the two Mk50痴. In regards to full Helo control while the FFG is under player control, I have not found this to be an effective means of utilizing the helo. Now that you can set the helo to do MAD searches or repeatedly ping an area, I recommend always keeping the helo on Ship control. When the FFG is in a mission under full AI control, the MH60R assigned to the FFG7 will not untilize its dipping sonar as often as other dipping equipped helos, as consequence of compatibiltiy changes necessary for the function with the ASTAC interface. Known Issue: The fully AI MH60 for the AI FFG sometimes displays an odd oscillation when pursuing a contact. This is present using the stock DW doctrines, and I have been unable to eliminate it. It is largely only a cosmetic issue, although it sometimes slows down the MH60痴 time on target. To be clear, this issue is only present when the FFG is NOT player controlled.


XX-Specific Weapon Changes-XX

SS-N-27 ASM AND KLUB 3M-54E ASCM裕his weapon now properly simulates the reported operation of this weapon in the real world. The first stage is a cruise missile with range 200km/108nm and speed 500kts and a radar seeker. To use the missile, set the enable point as usual. When the missile enables and detects a target, it will fire the second stage of the missile, which is a supersonic ASM with speed 2.5 mach and range 24km/13nm. The first stage will often remain in the air and act as a decoy for SAM痴 before settling into the ocean.

SS-N-27 ASW裕he missile range has been increased to 27nm and the torpedo payload has been changed to a MPT-1UE, which is a LWT with max range 13km at 45kts and max depth 650m.

SLAM-ER輸s with the stock database in DW 1.03, this missile now functions properly for anti-land use, PROVIDED THAT YOU RESET THE DEFAULT LOCATIONS OF THE TRANSIT WAYPOINTS BEFORE FIRING THE WEAPON.

SLMM and Mobile Mine輸 fix that makes both stop making noise after they have cut out their propulsion has been applied, and are no longer useful as decoys in any sense, at least not against active torpedoes. Both mines will now actively try to find and hold their position, and will be reliably on target. This make them effective weapons within their constraints (300ft for SLMM and 450ft for Mobile mines, the range of their seekers, and the weapon will shutdown below 600ft, as these are shallow water weapons), which they were not in the stock game. Do not try to use them on a steep slope.

Shikval Mad Sensor裕he MAD detonator on the Shikval has had its range reduced by half to 250m, as previously any shot within 500m of the target resulted in a kill, this makes it possible to evade one of these weapons if it is off target and proper maneuvering is used quickly. Also, this weapon seems to frequently damage targets as opposed to killing them outright, so be aware of this if you hear one detonate.

53-65 Wake-homing Torpedo Family裕he minimum running depth of the torpedo has been set to -14m in order to ensure proper launch depth against surface targets. You can still launch the torpedo from as deeply as before. Also, this weapon can no longer be set to fire at submerged contacts in the fire control.

Mk54 Torpedo-WEAPON ADDED- This weapon replaces the Mk46 for all playable platforms, as well as all American platforms equipped originally with Mk46 torpedoes (the ASROC is still a Mk46). All other non-American platforms retain the Mk46. The Mk54 is a Light Weight ASW torpedo with range 17km at speed 50kts with a max depth of 500m (less on the fire control presets), a seeker equivalent to the Mk50, and a lighter weight for better use in littoral conditions. Note: the load out and fire control screens will still show Mk46, but this weapon is actually the Mk54. The player FFG AI MH-60痴 will fire this weapon now on the third torpedo drop waypoint, with the two Mk50痴 being spent first.

65cm Torpedo-WEAPON ADDED-guidance sensor and doctrine changed to simulate 65-76 Wakehoming Hydrogen Peroxide-powered Torpedo (the type supposedly removed after the Kursk Incident). All specifications have been left the same except guidance-following the wakehome doctrine now-and the wire has been removed. The wire-guidance option has been disabled in-game, but we can't change the fire-control graphics, so you'll just have to remember that the A/P and search pattern buttons do nothing, and then the torpedo will continue in a straight line after it enables. Although you can launch the weapon deep, SET THE SEARCH DEPTH AT ~10m, depending on how lucky you feel that day. This weapon is only for ASuW and cannot be targeted at submerged contacts.

53cm Torpedo-WEAPON ADDED-given UGST specifications: Active/Passive Multipurpose Wireguided Torpedo, 50km@50kph, with maximum depth 800m (less on fire-control preset panel) with 300kg warhead. This is now the primary multipurpose torpedo armament for the Akula.

Yu-8 Torpedo-WEAPON ADDED-The SET-53E on the Chinese Kilos has been replaced with a hypothetical pirated version of the Russian USET-80, a multipurpose heavyweight torpedo with max range 16.7km at 45kts with a maximum depth of 475 and an active/passive seeker with quality between a Mk46 and a USET-80 (this weapon has yet not been added to the torpedo parameter guide included with the Mod).

Submarine Should Launched SAM痴裕he seeker cones of all submarine launched SAM痴 have been limited so that the player must aim the launcher carefully at the target before firing to ensure a lock. Also, the effectiveness of flares has been raised in general. My advice is to drop flares before you think the missile is going to be fired, because the best way to foil a shot is to prevent a lock on you, which the other player can稚 do because there are too many flares in his way and his IR scope is all full. :)

SUBROC痴裕hese weapons will now be reliably on target with a small, intended random error. The AI is now particularly good with SUBROC痴 and ASROC痴.

Fast Torpedo Speed Oscillation Fix優ue to a hard-coded error in the DW v1.03 engine, all torpedoes from speeds 56-159 display a wide speed oscillation and or increased speed. We cannot change this directly, however, the speeds of all torpedoes over 55kts have been reduced to 55kts and compensated with more realistic parameters.

Spearfish由ange increased by 10,000m to 32km
Type 89悠ncreased range by 15,000m to 45km and given it ASuW capability.

Maverick and Hellfire Missile Fixes裕he range of the Maverick has been limited to 25km. Also, submarines have now been enabled as legitimate targets for Maverick and Hellfire missiles, meaning you no longer have to reclassify a visual contact before engaging a submarine that has popped up to fire a SAM. Also, these missiles will no longer damage submarines that are completely submerged(a feature of DW 1.03), and will not home on submarines that are under periscope depth, meaning the anti-submarine missile cheat is removed. Also, the Hellfire Strike equipped on the player FFG MH60 can now target surface ships.

FFG SM-2裕he Fire Control radars on the FFG have been changed so that it is no longer possible to fire SM-2痴 over the horizon at distant targets, there must now be a valid light of sight between the Fire Control Radar and the target. Also, for the weapon to be effective, the FCR痴 should only be directed in the weapons control station at targets generated by the air or surface search radars, because both radar systems are needed to effectively guide the missile.

XX-Specific Sensor Changes-XX

Sphere and Hull Arrays裕he sensitivity of the Sphere and Hull arrays has been increased relative to the Towed Array (to be clear, the TA is still much more sensitive in terms of long range performance) to better simulate their reported real world specifications. Also, the stern facing baffle of the Sphere has been increased to 120 degrees for active and passive modes, including the FFG and all AI platforms. It is not uncommon for contacts to show up on the broadband sphere before they show up on the narrowband sphere, and loud contacts will also show up more clearly on the sphere array broadband than the towed array broadband once both arrays have detected the contact. Expect to use the Sphere and Hull arrays more now to track and identify surface traffic and build situational awareness utilizing DEMON and TMA, and reserve the TA for finding and tracking those quiet hostile submarines or distant warships on narrowband. NOTE: Known Issue. It will be possible to see and hear contacts on the Sphere array before you can assign a Broadband tracker to them. You can immediately assign a narrowband tracker to all contacts on the sphere with a narrowband signature, although it is intended that generally contacts will be detected on the sphere broadband first. The broadband tracker issue is not intended, although it is present in stock DW as well, and the mod does not make it any worse in game play terms.

Akula II Modified Gepard TA-- The array of the Gepard has been upgraded to hypothetical Pelamida II standards, with a max speed of +4kts over the original Pelamida, and the in game name has been changed to 撤elamida II・ The sensitivity has been left as it is. This array has also been assigned to the Oscar SSGN, to reflect the latest developments in the most funded Russian submarine projects. The practical effect of this is to give the Gepard and Oscar II class an effective tactical speed of 10kts without washout of the Sphere or Towed arrays.

688(i) Towed Arrays輸dded the TB-23 as starboard array. The reason we have kept it on the starboard, against what is commonly reported, is because in missions where Ownship starts with TA deployed, it is always the starboard array, and so we figured in most situations you would want that array deployed. The port TB-16 washes out at ~20kts and the TB-23 washes out at around ~16kts. We have set the sensitivity of the TB-23 to be pretty much in the middle of the TB-16 and the TB-29.

Wakehoming Torpedo Sensor裕he range of the wakehoming sensor has been reduced, making it necessary to be sure to fire the weapon behind the target so that it makes contact with the targets wake, as in the stock game frontal wakehoming shots are far too effective. Surface targets can now lose the wake homers with sharp maneuvering once being followed by reducing speed to limit the size of their wake. Also, do not use wakehoming torpedoes against submarines as they are not effective in that role.

Sonobuoy Sensor Depths裕he depths of all sonobuoys in the Mod have been set to equal those of stock DW 1.03:
DIFAR 90/400ft
DICASS 90/800ft
VLAD-LOFAR 600/1200ft
The sonobuoys will not function in water depth that is shallower than their sensor depth.

Active Intercept裕he coverage of all active intercept systems has been increased to 360 degrees, so you will now hear torpedoes approaching from dead astern.

XX-Misc. Platform, Weapon, and Sensor Changes-XX

IR Signatures for Missiles悠R signatures added for all missiles based on type, with a reasonable scaling from Sea-skimming cruise-missiles to supersonic, rocket powered anti-ship missiles. This now makes RAM SAM痴 effective against anti-ship missiles.

Cable Length Modifications裕he length of user-platform cables have been changed to approximate real-world lengths: SQR-19・000ft, TB-16・600ft, TB-23・950ft, TB-29・300ft, MH-60 Dipping Sonar・550ft (same as stock DW 1.03), and Pelamida TA・300/701m.

Active Decoys輸ctive decoys now make passive noise detectable on broadband and narrowband sonar, with a distinct sonar profile.

That's it! We hope you enjoy! Please let us know if you find any errors, would like to
contribute to a future release, or have any suggestions or comments. The place is http://www.subsim.com/radioroom/showthread.php?t=83132 .

Happy Hunting.

LW


3) I know it was asked in here before but...is there any plans for new games from Sonalysts? Are we orphans again (first Jane's and now...)?

Tks!
They haven't announced anything. And Jane's was the marketer of at least 2 SCS sims, BTW.

Dr.Sid
02-06-08, 05:31 AM
I think 'cinematic view' was mentioned somewhere in manual as the mode when you don't have any target selected in map. Then you control the 3d view in 1st person way, rather then in 3rd person way.
Since the camera is static, you can see better how fast the models move, and you can get nice 'shot' of subs passing by around the camera. Otherwise it's pretty useless.

As for LWAMI, you should get it. But it also can confuse you a bit since many things is different. So I guess get some skill first. Play the campaign. Play some missions. Then LWAMI will be even more helpfull, since you will know what pains it eases :|\\

Sonalyst did not report any new game or patch, AFAIK. Yes, we are pretty much on our own at the moment.

Reaper51
02-06-08, 07:09 AM
You should also keep an eye on Dr.Sid's Community SubSim. He's planning to make it better than DW, and he's going to make it open source! While it's only in the pre-alpha stages, he's off tp a great start. :up:

RodBorza
02-09-08, 09:54 PM
Thank you guys, for all the info!

Now..."im going back to the blue waters..." http://www.subsim.com/radioroom/images/icons/icon12.gif

Stanny
02-10-08, 02:38 PM
As for LWAMI, you should get it. But it also can confuse you a bit since many things is different. So I guess get some skill first.

Should not beginners start off just from LwAmi rather then playing stock version first?LwAmi makes DW far more playable,as guys fixed nearly everything. :up:

Molon Labe
02-10-08, 03:27 PM
Personal preference, really. The learning curve is probably a bit flatter for LWAMI because you have to deal with learning a few more features (e.g. ASTAC dipping control, ASUW safeties) and have to deal with tougher AI. So for the n00bs that find DW to be hard to pick up, stock might be better for a little while--until the bugs just get to be too irritating or the AI ceases to present any challenge (one of those should happen pretty quickly though!).

RodBorza
02-12-08, 10:55 PM
Just installed LwAmi on Steam downloaded game.
Is there any indication that the mod is installed (on screen, somewhere...)? Or is it noticeable only during gameplay? And what would the changes be that I should notice?

Tks!

Molon Labe
02-12-08, 11:41 PM
You can optionally install a splash screen, but you can just as easily enable the screen when you're playing stock.

Ways to check while DW running: Check playable Russian sub names for "Project xxx" instead of "Akula" or "Kilo," presence of Jimmy Carter, Kaban, Rys-M.

Ways to check while playing: Akulas: check the SS-N-27ASM for a 2nd stage, top speed Akula-I(i) = 35kts, washout speed of Akula IIs (besides Vepr); 688I: top speed is 33kts, SW: top speed is 38kts, Kilo: check SS-N-27ASM for 2nd stage, All subs: can change speed/depth of UUV; FFG: can make helo dip; P-3: can use SLAM-ER against ships, Mk46s are Mk54s; MH-60: Mk46s are Mk54s.

RodBorza
02-14-08, 12:51 AM
Molon Labe,

Admiral...I tested for the things you told me to and it's working.
However, the MH-60 torpedoes are shown as Mk 46, not Mk54.

And, how I make the FFG order the helo to dip?

Molon Labe
02-14-08, 01:10 AM
Molon Labe,

Admiral...I tested for the things you told me to and it's working.
However, the MH-60 torpedoes are shown as Mk 46, not Mk54.

And, how I make the FFG order the helo to dip?

They're shown as Mk46s in the interface, but when you release the weapon it will be shown as a Mk54 at Nav.

For dipping you just order a flyto waypoint with nothing after it.

Dr.Sid
02-14-08, 06:46 AM
Molon Labe,

Admiral...I tested for the things you told me to and it's working.
However, the MH-60 torpedoes are shown as Mk 46, not Mk54.

And, how I make the FFG order the helo to dip?

RTFM ! :rotfl:

RodBorza
02-15-08, 08:41 AM
Molon Labe,

Thanks for the tips!