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in_vino_vomitus
06-02-14, 03:55 AM
So. After listening to all the talk on here, I realised I had to have this game :) I'm still in the learning phase, doing lots of quick missions on as many different platforms as possible and getting killed in a variety of stupid, but entertaining ways.

I installed the LWAMI mod, and the one that gives the seahawk the full 16 sonobuoy channels, but now I have a question. I can't seem to assign trackers to narrowband contacts, and when I'm checking out a contact with the narrowband it's contact number doesn't display in the appropriate field, even if it's been assigned a contact ID elsewhere. I got the impression that Trackers could only be assigned to narrowband targets via the hull/conformal sonar array, but I don't seem to be able to :(

Anyway I'm going to try deinstalling and reinstalling the game and mods, just to see if that works, but I wanted to check in here with people who know lots more than me. Also - Does the LWAMI mod have its own intro screen as per TMO/RFB supermods? What I guess I'm asking is is there any way I can tell it's installed correctly - The sonobuy mod was easy, since even I can count past 4, but since I installed the mods from scratch I don't know what the stock game really looks like and how LWAMI would differ from that.

Love and hugs

Vino

Edit: As usual I failed to read the instructions thoroughly enough and so first time out I failed to find the install_stuff Batch file - Having found it I can't run it - Apparently it caused a problem with asserts - Don't know what that means, but windows is calling it an incompatible program - I'm guessing it's possible to do the work manually - Can anyone explain what files need to go where? Pretty please?

Pisces
06-02-14, 07:46 AM
I don't know the details of that mod. But if the game is installed inside the Program Files folder then executing files that modify the files anywhere in these can cause problems because of Windows User Account Control protection.

When possible install the game in a folder that you specifiy yourself. Like c:\games\Dangerous_Waters That avoids Windows being overly protective on these files.

in_vino_vomitus
06-02-14, 11:38 AM
I don't know the details of that mod. But if the game is installed inside the Program Files folder then executing files that modify the files anywhere in these can cause problems because of Windows User Account Control protection.

When possible install the game in a folder that you specifiy yourself. Like c:\games\Dangerous_Waters That avoids Windows being overly protective on these files.


Yeah - I did that and I didn't anticipate any problems :( The bogey seems to be the utility that the .Bat file uses to copy files into the various directories. Windows doesn't want to run it and refers me to the C++ programming guide for further enlightenment.

As problems go, it's pretty minor right now. I'm still learning the various platforms and stations thereof. It will be a while before realism and tactics start to be a concern. At the moment I consider it a minor success if I manage to spot the thing that kills me :)

Pisces
06-02-14, 12:00 PM
How about explicitly running the .bat as an administrator. Just a guess. I can't remember that this was a problem on my Windows 7 system.

in_vino_vomitus
06-02-14, 05:31 PM
How about explicitly running the .bat as an administrator. Just a guess. I can't remember that this was a problem on my Windows 7 system.

I didn't try that, although I did try giving the utility admin privileges. I have to say the wording of the error message suggests there's something wrong with the code. I wish I knew more about it.

On the other hand I've been playing with the P3 - It's rather deadly isn't it? :D

in_vino_vomitus
06-03-14, 06:24 AM
Seems to be fixed. adjusted the properties of the cmputil utility to run as admin and in win7 compatibility mode and now the .bat file is running fine.

I thought i'd done that previously, but maybe not in the same way. I think I asked it to run in xp compatibility mode.

Anyway it seems to have worked. Lets see...

FPSchazly
06-03-14, 10:47 AM
P-3 is awesome, I love that thing. To classify a contact on the narrowband, you have to place a tracker on one of the signal's constituent frequencies up in the frequency spectrum plot (Narrowband Waterfall). You can't just assign a tracker to the signal down in the bearing plot (Narrowband Search). This is for American subs, of course.

in_vino_vomitus
06-03-14, 03:31 PM
P-3 is awesome, I love that thing. To classify a contact on the narrowband, you have to place a tracker on one of the signal's constituent frequencies up in the frequency spectrum plot (Narrowband Waterfall). You can't just assign a tracker to the signal down in the bearing plot (Narrowband Search). This is for American subs, of course.

Nice one - Will check that out forthwith :) I tell you what though - I could have done with a tutorial on resolving TA ambiguity in the FFG - I had great fun learning that:/\\!!

I like the idea of setting alarms for particular frequencies. I haven't seen any guidance on which are good freq's to monitor though - Is that something you learn from experience or have I missed something fundamental?

Anyway, bit by bit I'm getting there. Give me a week and I might be ready to start a campaign :)

Thanks for taking the time to make the tutorials btw...

FPSchazly
06-03-14, 05:22 PM
Nice one - Will check that out forthwith :) I tell you what though - I could have done with a tutorial on resolving TA ambiguity in the FFG - I had great fun learning that:/\\!!

I like the idea of setting alarms for particular frequencies. I haven't seen any guidance on which are good freq's to monitor though - Is that something you learn from experience or have I missed something fundamental?

Anyway, bit by bit I'm getting there. Give me a week and I might be ready to start a campaign :)

Thanks for taking the time to make the tutorials btw...

Well, it depends on what you're looking for! Assuming you're doing a match where it's Americans against another country, only American submarines (submarines that can hurt you, at least) have a first frequency of 60, so it's good to set an alarm for 50. If you know you're up against a Kilo, set an alarm for 340, or 1050 if you can get enough signal strength. If you're expecting an Akula, set an alarm for 320. Akula shares its first three frequencies with several other subs, though, so you're going to want to classify with the fourth frequency and the fifth frequency in the case of an Akula-I.

There's no real clear cut method to it but you're going to want to do what makes sense given the situation and the platforms you expect to be engaging. I would always say have an alarm as 50, though. No American ships have 50 as a first frequency.

Also, anytime regarding the tutorials! I enjoy making them so no biggie :D

in_vino_vomitus
06-03-14, 05:26 PM
Well, it depends on what you're looking for! Assuming you're doing a match where it's Americans against another country, no other country's submarines (submarines that can hurt you, at least) has a first frequency of 50, so that's a good alarm to set. If you're playing Russia and you know you're up against a Kilo, set an alarm for 340 or 1050 if you can get enough signal strength. If you're expecting an Akula, set an alarm for 320.

There's no real clear cut method to it but you're going to want to do what makes sense given the situation and the platforms you expect to be engaging. I would always say have an alarm as 50, though. No American ships have 50 as a first frequency.

Also, anytime regarding the tutorials! I enjoy making them so no biggie :D

Thanks! Also thanks for telling me how to set the narrowband tracker. I probably wouldn't have worked that out, except maybe by accident.

Pisces
06-04-14, 01:57 PM
I really like this tool:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3403

It beats flipping through pages of frequencies, like this:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3402

in_vino_vomitus
06-04-14, 04:19 PM
I really like this tool:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3403

It beats flipping through pages of frequencies, like this:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3402


Thanks - I'll check that out. :up:

banryu79
06-05-14, 02:48 AM
I like the idea of setting alarms for particular frequencies. I haven't seen any guidance on which are good freq's to monitor though - Is that something you
Hi in_vino_vomitus,
the answer given by FPSchazly is very good info BUT I red in a previous post of yours that you are using (installed) the LWAMI mod.

I assume you red the manual that comes with that mod (if not, I strongly, very strongly, suggest you to do so) and I just want to remeber that in LWAMI the Sound Profile for every platform is changed in the databse, and the narrowband spectrum of each patform is significantly altered.

With the LWAMI mod comes a handful spreadsheet with all the complete Sound Profies of all the platforms, nicely sorted. It is a good idea to print it out or keep the file open for ALT+TABing to it while playing.

Good hunting :salute:

Pisces
06-05-14, 03:44 AM
...
I assume you red the manual that comes with that mod (if not, I strongly, very strongly, suggest you to do so) and I just want to remeber that in LWAMI the Sound Profile for every platform is changed in the databse, and the narrowband spectrum of each patform is significantly altered.

With the LWAMI mod comes a handful spreadsheet with all the complete Sound Profies of all the platforms, nicely sorted. It is a good idea to print it out or keep the file open for ALT+TABing to it while playing.

Good hunting :salute:Good point. I am not sure how well the utility by Heinrich Liebe compares to LWAMI, as I think it pre dates it. I used it, but it is too long ago to remember if there were discrepancies.

banryu79
06-05-14, 04:44 AM
Good point. I am not sure how well the utility by Heinrich Liebe compares to LWAMI, as I think it pre dates it. I used it, but it is too long ago to remember if there were discrepancies.
I do not know what it is that utility or what it does.

But if one of its aims is to help the user in the "sound profile identification process" based on the comparison between the detected narrowband frequencies of a contact against the "sound profile ingame database" well... chances are in_vino_vomitus does not really need it as he is using LWAMI.

Why it is so? Becuase the mod, as already said, changes all the patforms sound profiles and it changes them in a (imo) "more logical" way. Partial sound profiles in LWAMI are "less generic" than in vanilla DW, and you can actually uniquelly id a contact with only 3 frequencies detected or even with 2 (with a good, educated guess).
For example, consider that the 2nd frequency value depends on the contact plower plant characteristics and the 3rd frequency value is determined by the contact displacement. So with just the 2nd/3rd line and a bit of intel data you can guessestimate who is who. Even without intel to hep you make an educated guess, the LWAMI platforms sound profiles are "more unique" than in vanilla DW and you usually have less matching sound profiles to check over.

I invite once again the OP to read the first pages of the LWAMI mod, and the specific section in that manual about Sound Profiles and their logic. The LWAMI authors have done a great job, I really appreciate it VERY much. :up:

--- EDIT
From the LWAMI manual:

1.1.4 Sonar Profiles
Starting in version 3.11, every narrowband signature has been revised. This was done because the large number of platforms we added meant that users would have to go through a very large number of possible profiles when attempting to classify at narrowband. This problem was made worse by the existing convention of having very different ships having similar profiles, which meant that the possible profiles would not even help the player guess what the contact was.
In LWAMI, each of the first 3 frequency lines give the player information about the contact. This information is useful for classification even without the filter. When used with the filter, the player can be confident that the profiles shown have concrete similarities with the actual contact.
As before, the first line remains an indication of the electrical system used. Many of the assignments have changed, however. Ships originally built for Western Europe, Canada, South Korea, Taiwan, Brazil, Colombia, and Saudi Arabia have switched to 60hz. Note that this is not necessarily the same as the country they were built in or currently serve for.
The second line now represents the power plant. Knowing the power plant narrows down the classification significantly. For example, nuclear or diesel-electric almost always mean submarine, gas turbine almost always means fast warship, gasoline means small craft, and steam turbines tend to be older vessels. The frequencies are:
100hz: Steam Turbine
125hz: Nuclear
140hz: Gas Turbine
160hz: (Diesel-)Electric
175hz: Diesel
190hz: Gasoline
215hz: Rocket Torpedo
225hz: Electric Torpedo
240hz: Chemical (“Otto”) Torpedo
275hz: Peroxide Torpedo
These frequencies are adjusted -5 for a shrouded prop or pumpjet (single shaft only), and are adjusted +5 for two shafts and +10 for three or more shafts. In the case of combined propulsion types (not including diesel-electric subs, which are treated as electric only), there are two “second” lines. For example, a CODAG (combined diesel and gas) ship with two shafts has lines at 145 and 180.

The third line represents the size (displacement) of the ship, and can be thought of as flow noise. The frequencies are:
600hz: <25 tons:
575hz: 50 tons
550hz: 100 tons
525hz: 500 tons
500hz: 1000 tons
450hz: 2500 tons
425hz: 5000 tons
400hz: 10000 tons
375hz: 15000 tons
350hz: 25000 tons
325hz: 50000 tons
300hz: 100000 tons

The last two lines (or line, if it has two “second” lines) in many cases are unchanged, but some have been adjusted to give hints about nationality.

Pisces
06-06-14, 11:14 AM
I do not know what it is that utility or what it does.

But if one of its aims is to help the user in the "sound profile identification process" based on the comparison between the detected narrowband frequencies of a contact against the "sound profile ingame database" well... chances are in_vino_vomitus does not really need it as he is using LWAMI.Yes, based on the line frequencies you give it, it filters out the probable units that fit. But the table seems hardcoded. So no use for LWAMI I suppose.

http://ricojansen.nl/image/DW_sonarprofile.jpg

in_vino_vomitus
06-07-14, 01:23 AM
Hi in_vino_vomitus,
the answer given by FPSchazly is very good info BUT I red in a previous post of yours that you are using (installed) the LWAMI mod.

I assume you red the manual that comes with that mod (if not, I strongly, very strongly, suggest you to do so) and I just want to remeber that in LWAMI the Sound Profile for every platform is changed in the databse, and the narrowband spectrum of each patform is significantly altered.

With the LWAMI mod comes a handful spreadsheet with all the complete Sound Profies of all the platforms, nicely sorted. It is a good idea to print it out or keep the file open for ALT+TABing to it while playing.

Good hunting :salute:

I have the sound profile SS. I guess if I knew more about the open office suite I could run a search on it that would do the same as the utility. That's definitely something to look forward to. I'm still learning how the stuff all works. right now. I didn't know about the various components to an acoustic signature though. Can you point me at any writing on the subject?

in_vino_vomitus
06-08-14, 03:45 AM
This is getting really confusing. I thought I had LWAMI properly installed, but I've noticed a couple of discrepancies between the manual and the game. I can't seem to get the Seahawk to use the dipping sonar when I'm controlling the FFG. The 2000lb mines on the P3 haven't been changed to CAPTORs and according to the Ownship info on the USNI screen, the 688i still has 2 TB16 towed arrays rather than the TB23 on the starboard side. On the other hand, the mod is definitely installed, it just seem that some features aren't. I know that Win7 had a bit of an issue with CMPUTIL, but it seemed to work in the end. I'm just thinking that maybe there are some files I need to copy across manually or something. Can anyone shed any light on this?

banryu79
06-09-14, 02:53 AM
. I didn't know about the various components to an acoustic signature though. Can you point me at any writing on the subject?
Well, it is all explained in the LWAMI manual, really. You don't need any other source for it. If you look again at my previous post you will find a spoiler tag that contains the manual's relevant section; I have included it for your convenience (but you can find it in the manual, as already said).

... I thought I had LWAMI properly installed, but I've noticed a couple of discrepancies between the manual and the game. I can't seem to get the Seahawk to use the dipping sonar when I'm controlling the FFG. The 2000lb mines on the P3 haven't been changed to CAPTORs and according to the Ownship info on the USNI screen, the 688i still has 2 TB16 towed arrays rather than the TB23 on the starboard side.I have no ingame experience about the FFG and the P3 Orion, but I wil try to help you as I can.
I red in the LWAMI manual about the MH60 dipping sonar:

· The ASTAC-controlled MH60 now has dipping sonar capability. 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; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.



About the P3 2000lb mines changed in CAPTORs:

The 2000lb mine has been replaced by the Mk60 CAPTOR antisubmarine mine. The CAPTOR has a passive sonar equivalent to a VLAD sonobuoy and will fire a Mk 46 torpedo at any hostile submarine detected within 4km. The CAPTOR has the ability to classify between hostile and friendly subs and only engages hostile subs; this was done because there is no way for the player to program the weapon to engage only contacts matching certain sonar profiles, as would be done with the real CAPTOR. The CAPTOR requires ROE set to Wartime to function


I have highlighted what I beleive are the relevant parts with a bold font.
Hope it helps.

in_vino_vomitus
06-09-14, 05:39 AM
Well, it is all explained in the LWAMI manual, really. You don't need any other source for it. If you look again at my previous post you will find a spoiler tag that contains the manual's relevant section; I have included it for your convenience (but you can find it in the manual, as already said).

I have no ingame experience about the FFG and the P3 Orion, but I wil try to help you as I can.
I red in the LWAMI manual about the MH60 dipping sonar:

· The ASTAC-controlled MH60 now has dipping sonar capability. 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; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.



About the P3 2000lb mines changed in CAPTORs:

The 2000lb mine has been replaced by the Mk60 CAPTOR antisubmarine mine. The CAPTOR has a passive sonar equivalent to a VLAD sonobuoy and will fire a Mk 46 torpedo at any hostile submarine detected within 4km. The CAPTOR has the ability to classify between hostile and friendly subs and only engages hostile subs; this was done because there is no way for the player to program the weapon to engage only contacts matching certain sonar profiles, as would be done with the real CAPTOR. The CAPTOR requires ROE set to Wartime to function


I have highlighted what I beleive are the relevant parts with a bold font.
Hope it helps.

Yeah - Have read the manual - but missed that line - good point - as for the dipping sonar issue - although the helo *looks* like it's using it's dipping sonar, it doesn't seem to be detecting subs that are as little as 1000m away - It's certainly not reporting them. There are a couple of other discrepancies - the towed array on the 688i for instance. Platform info says it still has 2 TB16's - guess I need to test how they perform to know if that's just a labelling oversight or something

None of this is really that earthshaking - Still a good game. but I have an annoying tendency to pick at details

banryu79
06-09-14, 08:34 AM
Yeah - Have read the manual - but missed that line - good point - as for the dipping sonar issue - although the helo *looks* like it's using it's dipping sonar, it doesn't seem to be detecting subs that are as little as 1000m away - It's certainly not reporting them.

Well, I'm not familiar with the dipping sonar capabilities in active mod in Vanilla DW, go figure in LWAMI! :haha:
But before thinking the behaviour you are experiencing is a bug, consider the possibilty it is in fact a feature!
I can give you two possibe reasons for why your active dipping sonar is not acquiring an enemy sub at 1000 meters.

First:

Active Source Levels (ASLs) have also been rescaled. LWAMI ASLs are proportional to the mass of the ship or submarine, and are also reduced slightly for submarines known to use anechoic tiles. Acquisition ranges are now lower for smaller ships and subs and longer for larger ones. Midget submarines will be very hard to acquire. ASLs for torpedoes and mines have been reduced to the point that they are no longer detected by standard active sonar (but still appear on short-range high-frequency sonar, of course).


An second, as you already have read:

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; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.


If you put in the equation the two reasons above and add in the changes LWAMI put in general in the acoustical model for the game, chances are that what you are experiencing is in fact exactly correct. Or maybe not, go figure :)

FPSchazly
06-09-14, 10:47 AM
Well, I'm not familiar with the dipping sonar capabilities in active mod in Vanilla DW, go figure in LWAMI! :haha:
But before thinking the behaviour you are experiencing is a bug, consider the possibilty it is in fact a feature!
I can give you two possibe reasons for why your active dipping sonar is not acquiring an enemy sub at 1000 meters.

First:

Active Source Levels (ASLs) have also been rescaled. LWAMI ASLs are proportional to the mass of the ship or submarine, and are also reduced slightly for submarines known to use anechoic tiles. Acquisition ranges are now lower for smaller ships and subs and longer for larger ones. Midget submarines will be very hard to acquire. ASLs for torpedoes and mines have been reduced to the point that they are no longer detected by standard active sonar (but still appear on short-range high-frequency sonar, of course).


An second, as you already have read:

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; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.


If you put in the equation the two reasons above and add in the changes LWAMI put in general in the acoustical model for the game, chances are that what you are experiencing is in fact exactly correct. Or maybe not, go figure :)

1000m is pretty close for a big chunk of metal, even if it's bow/stern on haha I would definitely expect a sub that close that's getting pinged to be detected for sure. But, who knows?

in_vino_vomitus
06-09-14, 05:57 PM
Well, I'm not familiar with the dipping sonar capabilities in active mod in Vanilla DW, go figure in LWAMI! :haha:
But before thinking the behaviour you are experiencing is a bug, consider the possibilty it is in fact a feature!
I can give you two possibe reasons for why your active dipping sonar is not acquiring an enemy sub at 1000 meters.

First:

Active Source Levels (ASLs) have also been rescaled. LWAMI ASLs are proportional to the mass of the ship or submarine, and are also reduced slightly for submarines known to use anechoic tiles. Acquisition ranges are now lower for smaller ships and subs and longer for larger ones. Midget submarines will be very hard to acquire. ASLs for torpedoes and mines have been reduced to the point that they are no longer detected by standard active sonar (but still appear on short-range high-frequency sonar, of course).


An second, as you already have read:

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; there is no waiting for the sonar to be lowered. To compensate for this efficiency, we have reduced the sensitivity of the AI sensors on the MH-60.


If you put in the equation the two reasons above and add in the changes LWAMI put in general in the acoustical model for the game, chances are that what you are experiencing is in fact exactly correct. Or maybe not, go figure :)

Well - I used subguru's dipping sonar doctrine file and it's working like a charm now. There's no actual report from the chopper but the sub shows up as a green symbol, and if you click on it it gives the source of the info as link [helo ID] often you'll get a positive ID from the chopper even if you haven't got one from narrowband etc - and it seems like the MAD is modelled too. My chopper flew over at 200 or so feet and instantly the sub he was searching for was ID'd. Happy days - It makes a huge difference.
:/\\k:

Also the towed arrays on the 688i are definitely different, despite the platform info saying they're not. The Starboard array washes out at about 14 kts and the Port at about 18, so it seems that it's just the in-game info that's behind the times, which I can live with :D

banryu79
06-10-14, 04:19 AM
Well - I used subguru's dipping sonar doctrine file and it's working like a charm now. There's no actual report from the chopper but the sub shows up as a green symbol, and if you click on it it gives the source of the info as link [helo ID] often you'll get a positive ID from the chopper even if you haven't got one from narrowband etc - and it seems like the MAD is modelled too. My chopper flew over at 200 or so feet and instantly the sub he was searching for was ID'd. Happy days - It makes a huge difference.

I stil can't understand if it is a bug in the LWAMI doctrine file or not, but I'm happy you found a solution.

Out of curiosity, I downloaded the doctrine file from subguru to see for myself the difference with the relevant doctrine file of LWAMI.
I have highlithed the parts missing from the Subguru doctrine file...

HeloDipping.txt -- LWAMI

...
; Assign Dipping Tactic
IF NEWTRACK THEN {
; Sub?
IF ( TgtClass $= "SUB" ) AND ( ( TgtSource $= "MAD" ) OR ( TgtSource $= "Visual" ) ) THEN {
SETTACTIC "MadDrop"
} ELSEIF ( TgtClass $= "SUB" ) AND NOT ( ORDER $= "TRANSIT" ) THEN {
DEBUGOUT "Assigning Dipping Tactic\n"
TACTICCENTER
SETTACTIC "DippingSonar"
Enable
SensorEnable "AI Dip Active" OFF
SensorEnable "AI Dip PassiveS" OFF
SensorEnable "AI Dip PassiveD" OFF
Pinging = 0
WaypointReached = 0
DipTimer = -1
TargetCount += 1
} ENDIF
...
HeloDipping.txt -- Subguru

...
; Assign Dipping Tactic
IF NEWTRACK THEN {
; Sub?
; IF ( TgtClass $= "SUB" AND ( ORDER $= "SEARCH" ) ) THEN {
IF ( TgtClass $= "SUB" AND NOT ( ORDER $= "TRANSIT" ) ) THEN {
DEBUGOUT "Assigning Dipping Tactic\n"

TACTICCENTER
SETTACTIC "DippingSonar"
Enable
; SensorEnable "Active Sonar" OFF
Pinging = 0
WaypointReached = 0
DipTimer = -1
TargetCount += 1
} ENDIF
...
I wonder if somebody here on the DW section of the forum, that knows about the doctrine file scripts and/or the LWAMI doctrine file, could rule out if in fact the LWAMI HeloDipping.txt snippet posted above contains a bug?

It looks like that, for some reason, the Subguru version commented out the use of the "SetSensorEnable" fuction:


; Search only
IF ( NOT TargetCount AND NOT ( ORDER $= "Transit" ) ) THEN {
; Dip
IF WaypointReached THEN {
; game has just clued us we've reached a waypoint
DEBUGOUT "Starting Search Dip"
SETPRIORITY 249
SETPERSIST 90
SETSPD 0
SETALT 45
Pinging = 0
WaypointReached = 0
Dipping = True
} ENDIF

; Start pinging
IF ( NOT Pinging AND Dipping AND ( OwnAlt < 50 ) ) THEN {
DEBUGOUT "Starting Dip Timer"
SETPRIORITY 249
SETPERSIST 90
SETSPD 0
SETALT 45
SensorEnable "AI Dip Active" ON
SensorEnable "AI Dip PassiveS" ON
SensorEnable "AI Dip PassiveD" ON
Pinging = 1
DipTimer = ( TIME + 90 )
} ENDIF

; Stop Dip
IF ( DipTimer != -1 AND ( TIME > DipTimer ) ) THEN {
DEBUGOUT "Stopping Search Dip"
SETPRIORITY 249
SETSPD MAXSPD
SETALT 300
SensorEnable "AI Dip Active" OFF
SensorEnable "AI Dip PassiveS" OFF
SensorEnable "AI Dip PassiveD" OFF
Pinging = 0
DipTimer = -1
Dipping = False
} ENDIF

} ENDIF



; Search only
IF ( NOT TargetCount AND NOT ( ORDER $= "Transit" ) ) THEN {
; Dip
IF WaypointReached THEN {
; game has just clued us we've reached a waypoint
DEBUGOUT "Starting Search Dip"
SETPRIORITY 249
SETPERSIST 180
SETSPD 0
SETALT 45
Pinging = 0
WaypointReached = 0
Dipping = True
} ENDIF

; Start pinging
IF ( NOT Pinging AND Dipping AND ( OwnAlt < 50 ) ) THEN {
DEBUGOUT "Starting Dip Timer"
SETPRIORITY 249
SETPERSIST 180
SETSPD 0
SETALT 45
; SensorEnable "Active Sonar" ON
Pinging = 1
DipTimer = ( TIME + 180 )
} ENDIF

; Stop Dip
IF ( DipTimer != -1 AND ( TIME > DipTimer ) ) THEN {
DEBUGOUT "Stopping Search Dip"
SETPRIORITY 249
SetSpd MAXSPD
SETALT 300
; SensorEnable "Active Sonar" OFF
Pinging = 0
DipTimer = -1
Dipping = False
} ENDIF

} ENDIF

in_vino_vomitus
06-10-14, 06:29 AM
I stil can't understand if it is a bug in the LWAMI doctrine file or not, but I'm happy you found a solution.

Out of curiosity, I downloaded the doctrine file from subguru to see for myself the difference with the relevant doctrine file of LWAMI.
I have highlithed the parts missing from the Subguru doctrine file...

HeloDipping.txt -- LWAMI

...
; Assign Dipping Tactic
IF NEWTRACK THEN {
; Sub?
IF ( TgtClass $= "SUB" ) AND ( ( TgtSource $= "MAD" ) OR ( TgtSource $= "Visual" ) ) THEN {
SETTACTIC "MadDrop"
} ELSEIF ( TgtClass $= "SUB" ) AND NOT ( ORDER $= "TRANSIT" ) THEN {
DEBUGOUT "Assigning Dipping Tactic\n"
TACTICCENTER
SETTACTIC "DippingSonar"
Enable
SensorEnable "AI Dip Active" OFF
SensorEnable "AI Dip PassiveS" OFF
SensorEnable "AI Dip PassiveD" OFF
Pinging = 0
WaypointReached = 0
DipTimer = -1
TargetCount += 1
} ENDIF
...
HeloDipping.txt -- Subguru

...
; Assign Dipping Tactic
IF NEWTRACK THEN {
; Sub?
; IF ( TgtClass $= "SUB" AND ( ORDER $= "SEARCH" ) ) THEN {
IF ( TgtClass $= "SUB" AND NOT ( ORDER $= "TRANSIT" ) ) THEN {
DEBUGOUT "Assigning Dipping Tactic\n"

TACTICCENTER
SETTACTIC "DippingSonar"
Enable
; SensorEnable "Active Sonar" OFF
Pinging = 0
WaypointReached = 0
DipTimer = -1
TargetCount += 1
} ENDIF
...
I wonder if somebody here on the DW section of the forum, that knows about the doctrine file scripts and/or the LWAMI doctrine file, could rule out if in fact the LWAMI HeloDipping.txt snippet posted above contains a bug?

It looks like that, for some reason, the Subguru version commented out the use of the "SetSensorEnable" fuction:


; Search only
IF ( NOT TargetCount AND NOT ( ORDER $= "Transit" ) ) THEN {
; Dip
IF WaypointReached THEN {
; game has just clued us we've reached a waypoint
DEBUGOUT "Starting Search Dip"
SETPRIORITY 249
SETPERSIST 90
SETSPD 0
SETALT 45
Pinging = 0
WaypointReached = 0
Dipping = True
} ENDIF

; Start pinging
IF ( NOT Pinging AND Dipping AND ( OwnAlt < 50 ) ) THEN {
DEBUGOUT "Starting Dip Timer"
SETPRIORITY 249
SETPERSIST 90
SETSPD 0
SETALT 45
SensorEnable "AI Dip Active" ON
SensorEnable "AI Dip PassiveS" ON
SensorEnable "AI Dip PassiveD" ON
Pinging = 1
DipTimer = ( TIME + 90 )
} ENDIF

; Stop Dip
IF ( DipTimer != -1 AND ( TIME > DipTimer ) ) THEN {
DEBUGOUT "Stopping Search Dip"
SETPRIORITY 249
SETSPD MAXSPD
SETALT 300
SensorEnable "AI Dip Active" OFF
SensorEnable "AI Dip PassiveS" OFF
SensorEnable "AI Dip PassiveD" OFF
Pinging = 0
DipTimer = -1
Dipping = False
} ENDIF

} ENDIF



; Search only
IF ( NOT TargetCount AND NOT ( ORDER $= "Transit" ) ) THEN {
; Dip
IF WaypointReached THEN {
; game has just clued us we've reached a waypoint
DEBUGOUT "Starting Search Dip"
SETPRIORITY 249
SETPERSIST 180
SETSPD 0
SETALT 45
Pinging = 0
WaypointReached = 0
Dipping = True
} ENDIF

; Start pinging
IF ( NOT Pinging AND Dipping AND ( OwnAlt < 50 ) ) THEN {
DEBUGOUT "Starting Dip Timer"
SETPRIORITY 249
SETPERSIST 180
SETSPD 0
SETALT 45
; SensorEnable "Active Sonar" ON
Pinging = 1
DipTimer = ( TIME + 180 )
} ENDIF

; Stop Dip
IF ( DipTimer != -1 AND ( TIME > DipTimer ) ) THEN {
DEBUGOUT "Stopping Search Dip"
SETPRIORITY 249
SetSpd MAXSPD
SETALT 300
; SensorEnable "Active Sonar" OFF
Pinging = 0
DipTimer = -1
Dipping = False
} ENDIF

} ENDIF


Answering that is beyond me, but even at my level of inexperience I can tell it's made the FFG a lot more effective. Now I guess I need to learn how to use it to best effect.