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View Full Version : LWAMI 3.09 Feedback Thread


Molon Labe
02-08-09, 10:25 PM
Let us know about any bugs/crashes/issues you experience here. Please provide details so that we can reproduce it. Please do not report issues from stock DW.

Blacklight
02-09-09, 03:35 PM
The new units and countries are missing from the USNI reference. They are available in the mission editor. The models look awesome ! Great job guys !

OneShot
02-09-09, 04:07 PM
See this post : http://www.subsim.com/radioroom/showpost.php?p=1043421&postcount=1013

Weiss Pinguin
02-09-09, 04:55 PM
The models look awesome ! Great job guys !
Indeed they do. Great work :yeah:

Molon Labe
02-09-09, 04:59 PM
The new units and countries are missing from the USNI reference. They are available in the mission editor. The models look awesome ! Great job guys !

Because it wasn't done. It was my understanding that the USNI DB wasn't to be touched due to some copyright issue. If I'm wrong, I suppose it can be done....

Blacklight
02-09-09, 05:01 PM
I'm very happy that the Sakura mod has been implemented making the oil rigs targettable by missiles and giving them a sound signature. The only thing I wish was implemented that wasn't was the two extra platforms included with the Sakura mod (The two armed oil rigs, Oil Rig light and Oil Rig heavy). These two platforms were among my favorites and I'd love to get them in there. Unfortunately, the new LWAMI and Sakura mod completely overwrite each other so you can't use them both together. So, Question. Can we get those two units put into LWAMI 309 as well ? Or can someone talk me through the procedure for copying those units over myself ?

Theta Sigma
02-09-09, 07:09 PM
I'm also interested.

Sea Demon
02-09-09, 09:31 PM
Great news. Glad this is now available. Can't wait to try it out. Hopefully this weekend if time permits.

LoBlo
02-09-09, 10:26 PM
The exocet and scud launcher look great. I've already swapped the models of the original SAM and SSM with the new models so that they show up in missions more. Great job.

Molon Labe
02-12-09, 05:06 PM
Quick list of working issues for any hotfix/update:

1. Stern tubes apparently omitted from one of the Ruskies (per TLAM's USNI update)
2. Aircraft, ship update
3. Omitted Stalwart model from installer. You all have the model, but it was not installed. (for those of you who have a copy of cmputil lying around, the necessary filenames for the .bat are stalw.bmp, stalw_d.bmp, Stalwart.j3d, and Stalwart_d.j3d). My bad.
4. USNI update for Sovremennyy IMP and new weapons.
5. Armed oil rigs.
6. Sensor update?


Surprisingly little issues being reported. Hopefully that's a good sign.

Blacklight
02-12-09, 05:50 PM
I'd just like to say that I LOVE the new models ! They REALLY put the stock models to shame ! :DL

Molon Labe
02-12-09, 06:37 PM
Well, except for the ones TLAM did, credit for those goes to Xabba and the SCX crew. We're using their models with permission.

TLAM Strike
02-13-09, 01:22 PM
Quick list of working issues for any hotfix/update:

1. Stern tubes apparently omitted from one of the Ruskies (per TLAM's USNI update)
2. Aircraft, ship update
3. Omitted Stalwart model from installer. You all have the model, but it was not installed. (for those of you who have a copy of cmputil lying around, the necessary filenames for the .bat are stalw.bmp, stalw_d.bmp, Stalwart.j3d, and Stalwart_d.j3d). My bad.
4. USNI update for Sovremennyy IMP and new weapons.
5. Armed oil rigs.
6. Sensor update?


Surprisingly little issues being reported. Hopefully that's a good sign.

Check the Blade counts on on some of the Russian subs. The Mike has a 5 blade in RL but in DW had a 7 (I did not add the RL data in the USNI since I didn't want to comfuse players using DEMON to help classify subs). Double check the actual models and compare the screws.

There is some lost PTG model with no corasponding entry. Filter Subs in the 3d model viewer and you will see it.

Oh and you could add my Song class SS and Yuan class SSK models
http://www.commanders-academy.com/tlamstrike/Yuan_Class_SSK.zip
http://www.commanders-academy.com/tlamstrike/LWAMI_Song_SS_Model.zip

Molon Labe
02-14-09, 11:47 AM
How are torpedo acquisition ranges working out for everyone--particularly with smaller subs (say, 3000 tons and under)?

Any unexpected changes in salvo sizes?

Rosencrantz
02-14-09, 12:13 PM
Hello Molon!


I think 309 looks just great! Well done everyone and big thanks! This far have found only one typo; Chilean Scorpene-class boat is named as SS Carerra. Should be SS Carrera.

But... Well done! :up:


-RC-

Molon Labe
02-14-09, 12:32 PM
Hello Molon!


I think 309 looks just great! Well done everyone and big thanks! This far have found only one typo; Chilean Scorpene-class boat is named as SS Carerra. Should be SS Carrera.

But... Well done! :up:


-RC-

That's easy to fix. Anyone notice that the name of FFG48 is no longer misspelled? :D

TLAM Strike
02-16-09, 01:37 PM
Skjold has the flying boat problem (like the NKor Infiltration Launch) wihen it begins to exceed 40 knots. I recomend lowering the max speed from 60 to about 40. The boat is still fast but it only flys at an alt of about 20 feet.

Molon Labe
02-16-09, 02:45 PM
Skjold has the flying boat problem (like the NKor Infiltration Launch) wihen it begins to exceed 40 knots. I recomend lowering the max speed from 60 to about 40. The boat is still fast but it only flys at an alt of about 20 feet.

Alrighty. That kind of report was the kind I was expecting to come in.

Related note.... the container ship's waterline needs to be adjusted. The screws are partially above the waterline right now.

Molon Labe
02-16-09, 03:03 PM
I've been looking into the Armed Rig suggestions. The version of the Sakura mod I have doesn't have any, but I found the corresponding thread and found that he armed one rig with MANPADS and machine guns, and another with the same plus SS-N-22s. I'm fine with SA-14s and machine guns, but -22s are excessive. Does anyone have any information about weapons put on oil platforms, for example, by Iran (I know they've used platforms for spec ops command posts, so there is at least a military link in their case)? If there is historical precedent for heavier weapons, I don't mind going there.

CapitanPiluso
02-16-09, 05:14 PM
I am having trouble trying to install 3.09 and it surely comes from my system:
DW 1.04 on XP SP2 Dual Core 2GB Ram


This is what I get :

http://img156.imageshack.us/img156/3933/error1qt8.jpg (http://www.imagehosting.com/)

and then this :

http://img156.imageshack.us/img156/7752/error2zb2.jpg (http://www.imagehosting.com/)

Some help will be great.

Hope this is the correct place to post this.Feel free to move if not.
thx a lot

Molon Labe
02-16-09, 06:52 PM
I am having trouble trying to install 3.09 and it surely comes from my system:
DW 1.04 on XP SP2 Dual Core 2GB Ram


This is what I get :
http://img209.imageshack.us/my.php?image=error1lv6.jpg

and then this :

http://img209.imageshack.us/my.php?image=error2rk9.jpg

Some help will be great.

Hope this is the correct place to post this.Feel free to move if not.
thx a lot

Did you have 3.08 running on the same system?

Bill Nichols
02-16-09, 07:52 PM
I've been looking into the Armed Rig suggestions. The version of the Sakura mod I have doesn't have any, but I found the corresponding thread and found that he armed one rig with MANPADS and machine guns, and another with the same plus SS-N-22s. I'm fine with SA-14s and machine guns, but -22s are excessive. Does anyone have any information about weapons put on oil platforms, for example, by Iran (I know they've used platforms for spec ops command posts, so there is at least a military link in their case)? If there is historical precedent for heavier weapons, I don't mind going there.

I agree SS-N-22s are a bit too much (if you must have SSMs, Silkworms would be a better choice). Manpads & MGs are exactly what I'd expect to find on an Iranian rig.

CapitanPiluso
02-16-09, 07:56 PM
I am having trouble trying to install 3.09 and it surely comes from my system:
DW 1.04 on XP SP2 Dual Core 2GB Ram


This is what I get :
http://img209.imageshack.us/my.php?image=error1lv6.jpg

and then this :

http://img209.imageshack.us/my.php?image=error2rk9.jpg

Some help will be great.

Hope this is the correct place to post this.Feel free to move if not.
thx a lot

Did you have 3.08 running on the same system?
Yes, but I disabled it via jgsme before trying to install this.

Molon Labe
02-16-09, 10:07 PM
I am having trouble trying to install 3.09 and it surely comes from my system:
DW 1.04 on XP SP2 Dual Core 2GB Ram


This is what I get :
http://img209.imageshack.us/my.php?image=error1lv6.jpg

and then this :

http://img209.imageshack.us/my.php?image=error2rk9.jpg

Some help will be great.

Hope this is the correct place to post this.Feel free to move if not.
thx a lot
Did you have 3.08 running on the same system? Yes, but I disabled it via jgsme before trying to install this. OK, a functioning 3.08 install tells us that the installer package and cmputil ran successfully at least once on your system. The 3.09 package isn't any different, so it "should" work as well.

My suggestion at this time is to run the installer over again, but to be absolutely sure no other processes are going on at the same time. Your screencaps show that the installer crashed while trying to run cmputil.exe, which as I said, we know can work on your system. For some reason, it didn't last time. (cmputil takes the graphics files for the new models and compresses them into the file that DW references to generate the models in the sim).

If that fails again, I'd try doing it with a clean install of DW+1.04 patch.

If that doesn't work, there's also the option of giving you the components individually, but I'd have to consult someone to figure out how to get it working with JSGME (I have to confess, after the initial enabling, I never use JSGME, I always move the DBs in and out manually).

CapitanPiluso
02-17-09, 05:53 AM
My suggestion at this time is to run the installer over again, but to be absolutely sure no other processes are going on at the same time. Your screencaps show that the installer crashed while trying to run cmputil.exe, which as I said, we know can work on your system. For some reason, it didn't last time. (cmputil takes the graphics files for the new models and compresses them into the file that DW references to generate the models in the sim).

If that fails again, I'd try doing it with a clean install of DW+1.04 patch.

If that doesn't work, there's also the option of giving you the components individually, but I'd have to consult someone to figure out how to get it working with JSGME (I have to confess, after the initial enabling, I never use JSGME, I always move the DBs in and out manually).
It s a good idea to have a clean install, but there s the chance that then lwami couldn t be installed, because something which I don t know has changed on my system, and that happened anytime after installing lwami 3.08 :damn:

OneShot
02-17-09, 06:47 AM
Two questions ...

1) What version of DW do you have ... Battlefront, STEAM, SF ... ?
2) Is the path used for the installer (3rd window or so) the path to your main DW folder or not?

Reason I'm asking, my guess is that the problem exists because the LwAmi Mod isn't installed where its supposed to be and therefore does not find and copy the files it has to which means that of course the cmputil tool fails.

CapitanPiluso
02-17-09, 01:04 PM
Two questions ...

1) What version of DW do you have ... Battlefront, STEAM, SF ... ?
2) Is the path used for the installer (3rd window or so) the path to your main DW folder or not?

Reason I'm asking, my guess is that the problem exists because the LwAmi Mod isn't installed where its supposed to be and therefore does not find and copy the files it has to which means that of course the cmputil tool fails.

1-I have the Steam version.

2-I am at work now, will check it later and post but I guess the path is right.

Thanks !

TLAM Strike
02-17-09, 01:42 PM
I've been looking into the Armed Rig suggestions. The version of the Sakura mod I have doesn't have any, but I found the corresponding thread and found that he armed one rig with MANPADS and machine guns, and another with the same plus SS-N-22s. I'm fine with SA-14s and machine guns, but -22s are excessive. Does anyone have any information about weapons put on oil platforms, for example, by Iran (I know they've used platforms for spec ops command posts, so there is at least a military link in their case)? If there is historical precedent for heavier weapons, I don't mind going there. I agree with Bill on this Silkworms for SSMs. Also ATGMs like the AT-4 stagger would be appropate.


Related note.... the container ship's waterline needs to be adjusted. The screws are partially above the waterline right now. She is lightly loaded. :O:

(I'll fix that up and finish my Russian SEABEE in a week or two)

OneShot
02-17-09, 03:37 PM
Two questions ...

1) What version of DW do you have ... Battlefront, STEAM, SF ... ?
2) Is the path used for the installer (3rd window or so) the path to your main DW folder or not?

Reason I'm asking, my guess is that the problem exists because the LwAmi Mod isn't installed where its supposed to be and therefore does not find and copy the files it has to which means that of course the cmputil tool fails.

1-I have the Steam version.

2-I am at work now, will check it later and post but I guess the path is right.

Thanks !

Ah, that might be the reason ... using LwAmi with the STEAM version proved to be a problem in the past sometimes. The wrong path might be the problem here because the installer looks for a certain registry key for the install path and I think that one is missing in the STEAM version hence it tries to install in a totally wrong folder. Just make sure during install that the installer is pointing towards the correct folder and it should work.

Molon Labe
02-17-09, 06:57 PM
I've been looking into the Armed Rig suggestions. The version of the Sakura mod I have doesn't have any, but I found the corresponding thread and found that he armed one rig with MANPADS and machine guns, and another with the same plus SS-N-22s. I'm fine with SA-14s and machine guns, but -22s are excessive. Does anyone have any information about weapons put on oil platforms, for example, by Iran (I know they've used platforms for spec ops command posts, so there is at least a military link in their case)? If there is historical precedent for heavier weapons, I don't mind going there. I agree with Bill on this Silkworms for SSMs. Also ATGMs like the AT-4 stagger would be appropate.

AT-4s are a great idea, especially with "NGO's" like Hezbollah arming themselves with ATGMs lately. Going further , the AT-4 and SA-14 would be great weapons to put on a new version (or three) of the Fishing Boat/Trawler/Powerboat/etc. Welcome to the unfriendly, populated littorals.

Bill Nichols
02-17-09, 07:16 PM
I've been looking into the Armed Rig suggestions. The version of the Sakura mod I have doesn't have any, but I found the corresponding thread and found that he armed one rig with MANPADS and machine guns, and another with the same plus SS-N-22s. I'm fine with SA-14s and machine guns, but -22s are excessive. Does anyone have any information about weapons put on oil platforms, for example, by Iran (I know they've used platforms for spec ops command posts, so there is at least a military link in their case)? If there is historical precedent for heavier weapons, I don't mind going there. I agree with Bill on this Silkworms for SSMs. Also ATGMs like the AT-4 stagger would be appropate.

AT-4s are a great idea, especially with "NGO's" like Hezbollah arming themselves with ATGMs lately. Going further , the AT-4 and SA-14 would be great weapons to put on a new version (or three) of the Fishing Boat/Trawler/Powerboat/etc. Welcome to the unfriendly, populated littorals.

Yes, AT-4s... even better :up:

CapitanPiluso
02-17-09, 07:19 PM
Two questions ...

1) What version of DW do you have ... Battlefront, STEAM, SF ... ?
2) Is the path used for the installer (3rd window or so) the path to your main DW folder or not?

Reason I'm asking, my guess is that the problem exists because the LwAmi Mod isn't installed where its supposed to be and therefore does not find and copy the files it has to which means that of course the cmputil tool fails.

1-I have the Steam version.

2-I am at work now, will check it later and post but I guess the path is right.

Thanks !

Ah, that might be the reason ... using LwAmi with the STEAM version proved to be a problem in the past sometimes. The wrong path might be the problem here because the installer looks for a certain registry key for the install path and I think that one is missing in the STEAM version hence it tries to install in a totally wrong folder. Just make sure during install that the installer is pointing towards the correct folder and it should work.


Now it works, I had selected a wrong folder

Thanks again !!

tomagabriel
02-24-09, 05:57 AM
Blind question:

I have a localized (German) version of DW. Is LWAMI supposed to work also with my version of DW? Has it been tested by anyone? The localized version has been a pain in the *ss and I would like to do something and bring it to the same level of compatibility with the English one. Is it possible to achieve this via a patch or something?(yes, I know this is not directly related to LWAMI, but it is an older issue that came back to me when I saw LWAMI 3.09 was released).

Hitman
03-03-09, 02:48 PM
What happened to the wonderful Ohio, Kilo and Akula models of SCX?

I thought you would update the current poor looking ones in DW :hmmm:

Molon Labe
03-04-09, 12:39 AM
Nope, no playables updated, and the Ohio wasn't on the list of models we got permission to use.

swatlord5000
04-23-09, 02:17 PM
Any ideas why the 3.09 mod would cause the 3d models for Han, Victor III, Oscar II, Delta IV, and possibly others to be invisible in game play? The new additions such as Project 636 b and Project 971 A K display fine. I reinstalled once with the same issues. My version of DW is from Steam.

Molon Labe
04-23-09, 03:35 PM
Any ideas why the 3.09 mod would cause the 3d models for Han, Victor III, Oscar II, Delta IV, and possibly others to be invisible in game play? The new additions such as Project 636 b and Project 971 A K display fine. I reinstalled once with the same issues. My version of DW is from Steam.

I've got a theory. First of all though, the Kilo and Akula are not new additions, they are part of stock DW.

The models of the Han, VictorIII, OscarII and DeltaIV are SCX legacy models that were included in 3.08, possibly earlier than that too. I'm assuming 3.09 was your first LWAMI version.

No model being displayed means the Database is referencing a model that you don't have in your compressed graphics archive. These files should have been added to the archive as part of the installation process. Which means something didn't happen during the installation or the archive was overwritten at a later time.

So, a few questions.... have you reinstalled or re-patched DW since running the mod installer (not be be confused with the mod enabler)?
Do you have path for DW other than ...program files/scs/dw?

Mau
04-23-09, 09:08 PM
I do I install 3.09.

I already have 1.04 with 3.08

Thank you

Mau
04-24-09, 04:38 AM
Sorry about that,

I will try again:

How do I install 3.09?
I have now 1.04 and 3.08 installed.

Do I need to start from a clean re install?
I have JSGME with a LWAMI MOD on the right side but it's been too long ago so I am not sure.
Any help would be greatly appreciated.

As well I know I have seen somebody that did the nice model of the Canadian CPF (that was in the picture with all the SS-N-27 variants - unless I am dreaming and that was in Fleet Command forum, but I do not think so...)

Thank you

Mau

rotorfib
04-29-09, 02:42 PM
Just upgraded from 308 to 309

noticed off the bat that helo fired torps while controlling the FFG were having a very hard time acquiring subs.

I switched to 'truth' on the map and dropped a few torps right over a diesell sub in shallow waters 200-300ft...this was the Gulf Breakout mission.

I could not get a torp to acquire a sub or even their countermessures they dropped.

I'd still say I'm a newb with DW, but it didn't seem that difficult in 308.

Just wondering if this is intended..

Otherwise great mod, thank you for your hard work!!! :salute:

Molon Labe
04-29-09, 04:49 PM
What class of sub was it?

I'm actually a bit surprised it took this long for a complaint to come out. I rescaled the active SLs a little too much for subs. 3.10 will be closer to where 3.08 was. You should still have no trouble tagging Kilos because they're large for SSKs. Try to drop the torp to put it on side aspect and you should be able to tag the smaller ones too.

rotorfib
04-30-09, 03:17 PM
Hi! Ty for the response and a great mod!!

That was on the Gulf Escape single player mission..there are 2-4 Kilos in that spawn in shallow waters..mostly 200-400ft depths.

Went back and tested with Truth on, dropped several bouys around the subs.

The DIFAR shallows were picking them up once sub was within a couple NM's from them..on the sonar waterfall only the low FQ's were visible, and often only the lowest (even at close prox to bouys).

I did have a little better success with torps and dropping them onto the subs, but still one hit in like 4. It also appears that other AI controled units were having trouble tracking/hitting with torps.

A few other things..not sure if it has anything to do with this mod:



Right side of FFG sonar bouy station cannot change bouy mode or scuttle them. The buttons are completely disabled. This is regardless of what 'mode' the station is in (air, ship or both).
Helos asked to engage target in map view often do not respond to command.
The altitude that helos fly at..sometimes is low, somtimes is high..is there somthing that controls 'how' they fly or is it just random? Helo link is lost very frequently over 20nm out because Helos get stuck flying at low alt, and the don't pop back up to re-establish a link.

This is a bit 'nit-picking' on my part..This is a great mod and I greatly enjoy playing DW with it and I am greatly appreciative of your work. I'm also not a DW vet, I'm still learning a lot on how to play better :)

Molon Labe
04-30-09, 11:02 PM
A few other things..not sure if it has anything to do with this mod:



Right side of FFG sonar bouy station cannot change bouy mode or scuttle them. The buttons are completely disabled. This is regardless of what 'mode' the station is in (air, ship or both).

That's a stock bug. We haven't played with the interface.




Helos asked to engage target in map view often do not respond to command.
The altitude that helos fly at..sometimes is low, somtimes is high..is there somthing that controls 'how' they fly or is it just random? Helo link is lost very frequently over 20nm out because Helos get stuck flying at low alt, and the don't pop back up to re-establish a link.

Aircraft control is part by doctrine and part by hardcoding. LW did a lot of work getting improving the helo doctrines, which allows them to dip and investigate contacts. But it's not perfect. My best advice for dealing with losing a helo link is to order a recovery, then turn the order off from ASTAC.

rotorfib
05-01-09, 04:59 PM
I'm having some serious issues picking up subs with the bouys..maybe its just me...I gave up on the shallow water kilos which had to be right on top of the bouys to detect (1.5-3nm for even a faint detection..to 'go hot').

I moved on to deeper water a N. Atlantic Escort...couple of Project 636B lurking around.

I can not pick them up on sonar bouys at all..nada nothing..now because of the ships I am escorting they are all hot and showing them..but even with the subs right on top (literaly less than 2 - 1nm from bouy) I can't pick out thier signatures one bit.

Okay..so this may not be a LWAMI issue..all your patch notes say is lowered SL on active signatures for the smaller subs...But what do I do than? Fire blind torpedoes in the direction of where I 'think' there may be a sub? (you get a msg during mission saying poss sub 8k meters N of fleet).

I appologize if I'm ranting in the wrong place, any feedback is appreciated =)

Molon Labe
05-01-09, 07:04 PM
I'm having some serious issues picking up subs with the bouys..maybe its just me...I gave up on the shallow water kilos which had to be right on top of the bouys to detect (1.5-3nm for even a faint detection..to 'go hot').

I moved on to deeper water a N. Atlantic Escort...couple of Project 636B lurking around.

I can not pick them up on sonar bouys at all..nada nothing..now because of the ships I am escorting they are all hot and showing them..but even with the subs right on top (literaly less than 2 - 1nm from bouy) I can't pick out thier signatures one bit.

Okay..so this may not be a LWAMI issue..all your patch notes say is lowered SL on active signatures for the smaller subs...But what do I do than? Fire blind torpedoes in the direction of where I 'think' there may be a sub? (you get a msg during mission saying poss sub 8k meters N of fleet).

I appologize if I'm ranting in the wrong place, any feedback is appreciated =)

This has been the case since about LWAMI 2.0 or so, and is intended. Passive buoys will usually only pick up Improved Kilos at transit speeds. They're more or less safe at patrol speeds unless they get unlucky or try to cross a tight line.

Active sonar is the best means to detect modern D-E subs, especially in the littorals (bottom limited SSP).

rotorfib
05-02-09, 03:25 PM
Well..pretty much the Kilos are invisable to any passive and active sonar :/ (haven't really tried other subs yet).

I've beared down on them with truth mode on (so I know where they are) with active going and I see nothing at all...I can hear a 'ping' but there is nothing visual that indicates a contact, and this was also after he turned 90deg aspect from me and made 20knts (after i fired torp in his direction).

I was able to pick up his countermeasure on active sonar? I didn't think that would make such a strong impact on active as it would on passive (just noise).

I eagerly await your next version lol

Molon Labe
05-02-09, 09:02 PM
Well..pretty much the Kilos are invisable to any passive and active sonar :/ (haven't really tried other subs yet).

I've beared down on them with truth mode on (so I know where they are) with active going and I see nothing at all...I can hear a 'ping' but there is nothing visual that indicates a contact, and this was also after he turned 90deg aspect from me and made 20knts (after i fired torp in his direction).

I was able to pick up his countermeasure on active sonar? I didn't think that would make such a strong impact on active as it would on passive (just noise).

I eagerly await your next version lol

If you can get an audio return, you can tag him. That's a detection, not an "invisable" kilo. The rescaling of ASLs in 3.09 was based on the FFG-Kilo balance, don't expect that to change in LWAMI 3.10. If the Kilo's ASL gets adjusted up, the FFGs active will be turned down to compensate.

Fearless
01-06-10, 12:01 AM
Howdy,

I've installed DW and upgraded it to v1.4

Installed LWAMI 309 but when I run DW, I get an error

ERROR 12010
Bitmap Failed to load

Any ideas?

When I disable LWAMI vi JSGME and run stock DW 1.4, no probs.

Thanks in advance.

ASWnut101
01-06-10, 04:34 PM
Try playing around with the splash screens when you activate LWAMI. You might get a notice saying that doing so will change some file or another, just acknowledge the notice and try DW again. At least, that's what worked for me...

:salute:

Fearless
01-06-10, 04:51 PM
Much appreciated ASWnut101.

I'm not using any splash screens now with just LWAMI enabled and still the same message. Then when I enable a splash screen and disable it again, DW then works. Strange

sertore
01-07-10, 07:27 AM
Hi Fearless,
I already heard about this problem... are you using Vista, as you specify in your footer? :hmmm:

In this case you have to install DW out from standard program directory due to some OS protection mechanisms that disable the managing of installed applications. :damn:

Hope this help! :03:

DarthVrooks
04-12-10, 11:39 PM
I'm rather new to DW. Was looking for something to play inbetween Mass Effect 2 games since UBIsofi killed SH5 for me with that wonderful DRM. I installed this mod as the stock game seemed to lack some quality and have experienced numerous crashes in game, especially while playing the campaign as a surface vessel. I patched the game before installing the mod, the only mod I have for it. Yet I've checked a couple of boards and no one seems to be having any similar problems. I reinstalled the game, patch and mod a couple of times but same result. Without the mod the game runs fine. Did I miss something somewhere?

Playing the North Korea mission I was watching some TLAM's launched by other ships at the missile batteries on the coast and for a moment thought I needed new glasses. As these screenshots sort of show, the TLAM's bounced off the ground performing some very nice acrobatics then circled the target repeatedly bouncing off the ground without detonating until disappearing.
http://img72.imageshack.us/img72/9500/dump00298993.th.png (http://img72.imageshack.us/i/dump00298993.png/)
http://img706.imageshack.us/img706/5985/dump00301331.th.png (http://img706.imageshack.us/i/dump00301331.png/)

edit: I did find a post somewhere about TLAM's bouncing around so I feel better now that I know it's not just me. However I have now been attacked by my own forces in the North Korea surface campaign. It was very unfriendly. I guess I need to uninstall this thing and try some of these missions with the stock game only.

Bilge_Rat
04-19-10, 10:08 AM
I have been playing LWAMI 3.09 over the past few days. Let me first say that I have played 688i/SC/DW off and on since 1999. In that time, I can only remember 5-6 times where the AI fired a torp at me and maybe 1-2 times where I was killed. I basically viewed the AI as just target practice.

So I fired up one of the stock missions where my 688i has to track a russian task force in the White Sea, a mission I have played countless times before and which was a good target practice. As before, I track the TF, takes a position ahead of them, about 15,000 yds and fire TASM and a full salvo of 4 torpedoes at the 4 targets (3 ships, 1 sub). Imagine my surprise when not only do the ships shoot down the TASMs and evade all 4 torps, but the Akula starts hunting me and after 10 minutes fires 6 torpedoes my way and..kills me..:o

hmm, so I decide to fire up the first campaign mission in the Akula. I start sightseeing through the stations, remembering how the russion sonar display works, getting various reports about contacts, some vague warning about being counter-detected, I poke the scope up and spot various ships and after about 5 mins, hear "Torpedo in the water!, bearing..." :o . I go deep, look desperately for a layer, launch counter-measures...well, you can guess the rest.

I am not sure what you guys have done, but you sure have made this a more challenging game, good work..:up:

dyshman
04-21-10, 05:29 PM
try to use RA-addone. its incomparably hard then LWAMI. ai-units will kill you most of attempts. they have better sonars then human-player and they are impossible agressive.

Treetop64
10-02-10, 02:43 PM
Just DL'd 3.09 in prep for installing 3.10.

While trying to install 3.09 I keep getting "Debug Assertion Failed" error messages. The Widows command window is open, and it's stuck at "First, lets get all those new Splash Screen ready!"

then... "Opening...Opening..."

I click <Retry> to debug, but the installer simply stops working (CMPUTIL.exe)

Using Widows 7 64 bit.


EDIT: I'm just going to backup the default DW directory and install the mod manually, since where the files themselves go are self-expalnitory.

Looking forward to the new mod. Thanks for all your hard work, it's appreciated. :)

sertore
02-06-11, 02:52 PM
I do not know is someboby already noticed that the engine back flank on diesel-eletric subs works too many fine: on a 636 at surface depth with electric engine is possible to reach 16 knots and with diesel the WARP speed of 18 knots! :rotfl2:

It seems quite a cheat if used, compared with the maximum speed ahead of only 11 knots, and I really hope that this is not another hardcoded surprise by our dear SC developers. :down:

Please note that this bug affects the original game and all the other MODs available (LWAMI previous versions, RA 1.3, etc...)

Waiting for your feedback, thanks in advance for help. :03: