View Full Version : LuftWolf and Amizaur's Weapons and Sensors Realism Mod
OneShot
02-09-09, 01:09 AM
Hi Bill, glad to see you again ...
Hmm ... I played around with the settings some more ... it worked all on my end, maybe you guys used a download manager (with multiple connections at the same time)?
Try now ..
Blacklight
02-09-09, 01:51 AM
It worked like a charm for me. I wasn't using any download managers so it must have been some sort of network goof up on one or the other end. Anyway, At least I got the file now. Thanks for fixing it. :)
OneShot
02-09-09, 06:35 AM
You're welcome ... sorry for the initial hickup, but as I mentioned over at the CADC ... thats a new addition and with all new things you got work out some kinks in the beginning.
Bellman
02-09-09, 07:07 AM
:up: Big vote of thanks for all involved in preparing and delivering 3.09.
We are not a very demonstrative bunch but a lot of folk are nursing a wry smile of deep contentment.
THANKS. :ping:
Great job guys!!!
Download completed from CADC without any troubles. I will test it ASAP.
BEST REGARDS
Bill Nichols
02-09-09, 08:33 AM
I'm sure it was my download manager. I was able to download without it.
My mirror of LWAMI 3.09 is:
http://www.subguru.com/DW_missions/LWAMI_309_Installer.rar
:up:
Theta Sigma
02-09-09, 09:20 AM
Thanks for that. :)
Weiss Pinguin
02-09-09, 11:07 AM
Reinstalled DW last night, getting LwAmi all set up now. Thanks for all the work you guys have done :yeah:
Edit: So I've got LwAmi 3.09 installed into a clean install of DW 1.04, and none of the new objects/countries show up. Did I goof up, or are they not supposed to be listed in the USNI reference?
Bellman
02-09-09, 02:03 PM
Neat Excel presentation of the sonar profiles by progressive frequencies. :salute:
MR. Wood
02-09-09, 03:08 PM
Reinstalled DW last night, getting LwAmi all set up now. Thanks for all the work you guys have done :yeah:
Edit: So I've got LwAmi 3.09 installed into a clean install of DW 1.04, and none of the new objects/countries show up. Did I goof up, or are they not supposed to be listed in the USNI reference?
I've got the same problem
Blacklight
02-09-09, 03:30 PM
Checked up on it for my version. Same issue. The new countries and units are missing from the USNI reference. The models and countries do show up in the mission editor.
MR. Wood
02-09-09, 03:40 PM
Quote:Checked up on it for my version. Same issue. The new countries and units are missing from the USNI reference. The models and countries do show up in the mission editor.Quote:
Thats the same here it's there just not in the usni reference
OneShot
02-09-09, 04:04 PM
I haven't done the actual import but as far as I understand the DW mechanics everything that is visible in the USNI has to be seperately added to the appropriate files (USNIData.* + some other file I think). If the pics/textfile isnt in there then it wont be in the USNI Db.
However as noted above the entities are in the game database and therefore useable in the mission editor ... you just cant look at em in the USNI Db.
If someone knows how the reference system works (USNI <-> GameDb) he could add the missing stuff to the USNI. Once thats done its quite easy to package it for distribution and add it as add-on mod for LwAmi (which could be made JSGME compatible).
Molon Labe
02-09-09, 04:55 PM
I'm sure it was my download manager. I was able to download without it.
My mirror of LWAMI 3.09 is:
http://www.subguru.com/DW_missions/LWAMI_309_Installer.rar
:up:
Thanks, Bill!
Molon Labe
02-09-09, 04:57 PM
I haven't done the actual import but as far as I understand the DW mechanics everything that is visible in the USNI has to be seperately added to the appropriate files (USNIData.* + some other file I think). If the pics/textfile isnt in there then it wont be in the USNI Db.
However as noted above the entities are in the game database and therefore useable in the mission editor ... you just cant look at em in the USNI Db.
If someone knows how the reference system works (USNI <-> GameDb) he could add the missing stuff to the USNI. Once thats done its quite easy to package it for distribution and add it as add-on mod for LwAmi (which could be made JSGME compatible).
Maybe I'm mistaken, but I thought that SCS told us we couldn't mess with the USNI references. If we're allowed to, great, it would be nice to have info like TPK available right away for people... but that's also what I made the new sonar profiles doc for. =)
Tarrasque
02-09-09, 05:22 PM
...SCS told us we couldn't mess with the USNI references. If we're allowed to, great...
I would guess that as they don't seem to have an issue with the RA and Alfa Tau mods, modification of the USNI database is, if not allowed, at least tolerated.
OneShot
02-10-09, 12:44 AM
As far as I remember we can mess with the USNI Db but we have to clearly mark extraneous stuff. Unfortunatly I dont have any references for this statement handy.
TLAM Strike
02-12-09, 01:37 PM
I haven't done the actual import but as far as I understand the DW mechanics everything that is visible in the USNI has to be seperately added to the appropriate files (USNIData.* + some other file I think). If the pics/textfile isnt in there then it wont be in the USNI Db.
However as noted above the entities are in the game database and therefore useable in the mission editor ... you just cant look at em in the USNI Db.
If someone knows how the reference system works (USNI <-> GameDb) he could add the missing stuff to the USNI. Once thats done its quite easy to package it for distribution and add it as add-on mod for LwAmi (which could be made JSGME compatible).
Done... for the most part, I've completed entries for all the new subs and all the new warships (The support stuff I haven't bothered with yet). I have only added a few photos so far since I'm only going to use photos from government sources (US Navy, UK MOD etc) since they tend to have no copyright issue. As per SCS's request all of my entries have a note at the bottom indicating the source for the data.
To install simply unzip this file in to your DW Graphics folder and run the included .bat.
http://www.commanders-academy.com/tlamstrike/New%20Database%20Entries.zip
Blacklight
02-12-09, 02:04 PM
Just a quick request. Could we get the armed oil rigs (Oil Rig Light and Oil Rig Heavy) from the Sakura mod also put in ? I liked to use those in Persian Gulf missions. I'd do it myself if I knew how, but I'd really like to see these put in. :DL
Molon Labe
02-12-09, 02:26 PM
I haven't done the actual import but as far as I understand the DW mechanics everything that is visible in the USNI has to be seperately added to the appropriate files (USNIData.* + some other file I think). If the pics/textfile isnt in there then it wont be in the USNI Db.
However as noted above the entities are in the game database and therefore useable in the mission editor ... you just cant look at em in the USNI Db.
If someone knows how the reference system works (USNI <-> GameDb) he could add the missing stuff to the USNI. Once thats done its quite easy to package it for distribution and add it as add-on mod for LwAmi (which could be made JSGME compatible).
Done... for the most part, I've completed entries for all the new subs and all the new warships (The support stuff I haven't bothered with yet). I have only added a few photos so far since I'm only going to use photos from government sources (US Navy, UK MOD etc) since they tend to have no copyright issue. As per SCS's request all of my entries have a note at the bottom indicating the source for the data.
To install simply unzip this file in to your DW Graphics folder and run the included .bat.
http://www.commanders-academy.com/tlamstrike/New%20Database%20Entries.zip
Thanks, TLAM!
OneShot
02-12-09, 03:44 PM
Thanks TLAM.
Btw. I've build an installer for this Addon which can be downloaded at the CADC File Repository.
Molon Labe
02-12-09, 04:18 PM
Just one thing I'd like to add/correct with the USNI updates: The Sov Imp has a separate entry in the USNI, but it does not contain data for the Imp Sov. Armament should be updated (extended-range Sunburns, Grizzly SAMs taking place of Gadfly, AK-630s removed in favor of SA-N-12/gun systems, aft gun removed).
TLAM Strike
02-13-09, 01:14 PM
Just one thing I'd like to add/correct with the USNI updates: The Sov Imp has a separate entry in the USNI, but it does not contain data for the Imp Sov. Armament should be updated (extended-range Sunburns, Grizzly SAMs taking place of Gadfly, AK-630s removed in favor of SA-N-12/gun systems, aft gun removed). Yes I'll fix that soon, along with adding the remaining entries in the USNI DB. :salute:
Theta Sigma
02-13-09, 07:00 PM
Just a quick request. Could we get the armed oil rigs (Oil Rig Light and Oil Rig Heavy) from the Sakura mod also put in ? I liked to use those in Persian Gulf missions. I'd do it myself if I knew how, but I'd really like to see these put in. :DL
x2.
Bill Nichols
02-14-09, 11:58 AM
Just a quick request. Could we get the armed oil rigs (Oil Rig Light and Oil Rig Heavy) from the Sakura mod also put in ? I liked to use those in Persian Gulf missions. I'd do it myself if I knew how, but I'd really like to see these put in. :DL
Here, here! I second this motion!
:know:
Theta Sigma
02-15-09, 03:44 AM
Too late, you're third. ;)
TLAM Strike
02-16-09, 01:50 PM
@ML:
I've uploaded a new verson of my USNI update. Simply use the prevous link. Images for nearly all new units uploaded. Data on Torpedoes and missiles added
also I've uploaded several more new sub models ready to go:
http://www.subsim.com/radioroom/showthread.php?t=148035
Blacklight
02-16-09, 02:09 PM
Bill Nichols Quote:
Originally Posted by Blacklight
Just a quick request. Could we get the armed oil rigs (Oil Rig Light and Oil Rig Heavy) from the Sakura mod also put in ? I liked to use those in Persian Gulf missions. I'd do it myself if I knew how, but I'd really like to see these put in. :DL
Here, here! I second this motion!
:know:
Those armed oil rigs make EXCELLENT villain battle platforms and enemy bases as well (Especially when you group them together)
I also love to take the regular oil rigs, and place them on the ocean floor to make underwater bases as well. I would really like to set one of these underwater rigs up with torpedos eventually once I get the hang of database editing.
OneShot
02-16-09, 02:43 PM
LwAmi USNI Database AddOn Installer updated to included the latest update from TLAM in that regard.
Theta Sigma
02-16-09, 04:07 PM
I also love to take the regular oil rigs, and place them on the ocean floor to make underwater bases as well. I would really like to set one of these underwater rigs up with torpedos eventually once I get the hang of database editing.
That's a bit 007. :cool:
Would be fun, though.
TLAM Strike
02-17-09, 01:47 PM
I also love to take the regular oil rigs, and place them on the ocean floor to make underwater bases as well. I would really like to set one of these underwater rigs up with torpedos eventually once I get the hang of database editing.
That's a bit 007. :cool:
Would be fun, though.
The USN had had sea floor faclities since the 1960's. One was called SEA LAB (Think SKY Lab) In once incident a diver whent crazy (Like the Navy Sea in The Abyss) and kill another diver by sabotaging his scuba regulator. :yep:
WolfyBrandon
02-19-09, 05:33 AM
Having a problem when installing LwAmi v3.09, I get an error when it uses the CMPUTIL. I even re-downloaded and had the same problem...
http://img11.imageshack.us/img11/9283/clipboard01cn1.jpg
Any ideas? :-?
Wolfy
OneShot
02-19-09, 06:28 AM
You installed LwAmi to the wrong folder ... make sure it installs into the DW Main folder.
The installer uses a registry key to determine the location, this unfortunatly does not work with all versions of DW - most noticeably the STEAM version.
WolfyBrandon
02-19-09, 01:36 PM
Humm, it is installing to my main DW folder,
C:\Program Files\Sonalysts Combat Simulations\Dangerous Waters
I even browsed to it while it was installing and saw the mod files go in the Mods folder of JSGME too. I'm running v1.04 patch and I did uninstall all mods before putting LwAmi v3.09 on...
Wolfy
CapitanPiluso
02-19-09, 03:43 PM
Having a problem when installing LwAmi v3.09, I get an error when it uses the CMPUTIL. I even re-downloaded and had the same problem...
http://img11.imageshack.us/img11/9283/clipboard01cn1.jpg
Any ideas? :-?
Wolfy
I had exactly the same problem (as posted on Lwami feedback s thread ).
1-You need a clean DW install + 1.04 patch
2-Unisntall 3.08
3-Install 3.09 on main folder
It must work this way
Blacklight
02-19-09, 04:51 PM
Quote:
Originally Posted by Theta Sigma
Quote:
Originally Posted by Blacklight
I also love to take the regular oil rigs, and place them on the ocean floor to make underwater bases as well. I would really like to set one of these underwater rigs up with torpedos eventually once I get the hang of database editing.
That's a bit 007. :cool:
Would be fun, though.
Heck yeah ! I love occasionally adding a little fictional element to Dangerous Waters once in a while. I've done stuff like stick several those armed oil rigs together real close to make a single giant battle platform bases out of them (along with a defending navy). The resulting battle was like something out of a GI Joe cartoon. :salute:
TLAM Strike
04-25-10, 12:38 AM
Heck yeah ! I love occasionally adding a little fictional element to Dangerous Waters once in a while. I've done stuff like stick several those armed oil rigs together real close to make a single giant battle platform bases out of them (along with a defending navy). The resulting battle was like something out of a GI Joe cartoon. :salute: hehehehe... been done for real (http://en.wikipedia.org/wiki/Operation_Prime_Chance)....
LWAMI v3.09 mod download link seems to be a bit hard to track down around here (I found it on another site), so I have hosted it on my site.
Download LWAMI v3.09 here: http://www.mediafire.com/?mwi2mbylzgm
lol... sure give everyone v3.09 which they will have to overwrite in few days...:D
Delareon
04-25-10, 07:24 AM
is the Seawolf Modell from RA Mod also one of yours TLAM Strike?
And is it included in LWAMI 3.10?
Because it looks really really nice :)
TLAM Strike
04-25-10, 09:18 AM
is the Seawolf Modell from RA Mod also one of yours TLAM Strike?
And is it included in LWAMI 3.10?
Because it looks really really nice :)
I don't know if the model in RA is mine or not, I don't have the RA mod installed.
Could you post a pic or two and I'll tell you.
My new Seawolf and Akula models are not in 3.10. I had trouble getting the tube doors to work and set them aside. In the future when I fix that problem and remake the sails of both they will be included in a future release.
Delareon
04-26-10, 01:18 PM
Have a look:
http://img519.imageshack.us/img519/9687/sideviewl.jpg
http://img28.imageshack.us/img28/1098/surfaced.jpg
TLAM Strike
04-26-10, 05:47 PM
Nope that's not my model. I like it though...
My new Seawolf and Akula models are not in 3.10. I had trouble getting the tube doors to work and set them aside. In the future when I fix that problem and remake the sails of both they will be included in a future release.
Bummer... I was looking forward to your models in 3.10. The RA Mod models/skins are beautiful but wonder how realistic their database is. I've got LWAMI 3.10 activated now and I'm trying to get used to the game again. Been a long time since I installed and played DW. Hopefully you figure out the problems with the torpedo doors.
Bellman
06-16-10, 02:19 AM
A word of appreciation for the Lwami 3.10s Teams excellent work - THANKS.
Having not been involved since 3.09, flirting with the 'other' lady in town, I had'nt realised what a major step forward this mod has taken.
Apart from the superb under the bonnet /hood supercharging , the quality of the models, and the excellent documentation is up there with the best !
Great work guys.
Bellman
06-16-10, 02:28 AM
One small query regarding the new improved AI sonar sensitivity - I would have expected the manual para. 3.1.3 & 3.2.2 to read -
less than twice the range rather than 'less than half the range a human can detect a contact in the same conditions.'
Molon Labe
06-16-10, 04:50 AM
One small query regarding the new improved AI sonar sensitivity - I would have expected the manual para. 3.1.3 & 3.2.2 to read -
less than twice the range rather than 'less than half the range a human can detect a contact in the same conditions.'
What's written is correct, but maybe it was a little ambiguous. What we're saying is that without any changes, the AI might not classify (and engage) a target until it's at half the range a human player would have detected the same contact. That's why stock AI is so easy to pick off. AI sonar sensitivity is boosted so that their detection/classification/engagement occurs at ranges comparable to a human adversary.
This is an older change--it probably came rather early in the 3 series.
-GrayOwl-
06-16-10, 05:31 AM
What's written is correct, but maybe it was a little ambiguous. What we're saying is that without any changes, the AI might not classify (and engage) a target until it's at half the range a human player would have detected the same contact. That's why stock AI is so easy to pick off. AI sonar sensitivity is boosted so that their detection/classification/engagement occurs at ranges comparable to a human adversary.
This is an older change--it probably came rather early in the 3 series.
That you speak - rather doubtfully.
The speech can go only about sensor controls in bandwith 800-2000 Hz.
Besides - after detection of contact - the submarine will make zig-zag turn (so is established in the doctrine).
And by that - will unwrap to the target Hull and Towed Array sonars.
It is necessary to say, that at force of contact TgtConf - more than 40 units - the classification ALWAYS works.
Even on the maximal distance of a sensor control. Only if it not a sensor control with 800-2000 Bandwith.
You have given the good extra charge for AI of a sensor control.
The business not in classification - and that that N.S.Engine does not obey to a command FireBest or AtackBest from doctrine.
ML - you know about what I speak: aggression :D.
Bellman
06-26-10, 04:12 AM
I have been looking at close-in (killing-zone) torpedo performance namely within 1.5nm of target.
Whether or not a mods blurb flags-up changes, often subtle tweaks occur, somewhere on the modding journey.
Under test, a 48 locked on to my sub and bit on my active cm, 300 yds from my sub, as I attempted to slip out of its 'cone.'
Spoofed it climbed to preset depth, levelled then performed a manic vertical rotation to dive verticaly on my sub.
(The cm was released and remained, at subs depth 700 ft, torp preset 100 ft. All action above layer.)
Four issues:-
1. Minimal delay from spoofing to reengagement'
2. Speed of rotation in vertical plane.
3. Exhibits a very large vertical cone.
4. Overall time/distance factor demonstrating 'hyper' sensitivity. (Climb then descend 600ft within 300yds appx.)
However I have also observed some anomolies in RA torp/cm performance so I need to eliminate the possible effect of game
acceleration and/or Windows 7. I wonder whether anyone else may have had Windows 7 effects ? Hate to criticise
the modders excellent work, if the fault lies elsewhere.
-GrayOwl-
06-26-10, 08:47 AM
I have been looking at close-in (killing-zone) torpedo performance namely within 1.5nm of target.
Whether or not a mods blurb flags-up changes, often subtle tweaks occur, somewhere on the modding journey.
Under test, a 48 locked on to my sub and bit on my active cm, 300 yds from my sub, as I attempted to slip out of its 'cone.'
Spoofed it climbed to preset depth, levelled then performed a manic vertical rotation to dive verticaly on my sub.
(The cm was released and remained, at subs depth 700 ft, torp preset 100 ft. All action above layer.)
Four issues:-
1. Minimal delay from spoofing to reengagement'
2. Speed of rotation in vertical plane.
3. Exhibits a very large vertical cone.
4. Overall time/distance factor demonstrating 'hyper' sensitivity. (Climb then descend 600ft within 300yds appx.)
However I have also observed some anomolies in RA torp/cm performance so I need to eliminate the possible effect of game
acceleration and/or Windows 7. I wonder whether anyone else may have had Windows 7 effects ? Hate to criticise
the modders excellent work, if the fault lies elsewhere.
http://www.redrodgers.com/forums/showthread.php?t=4912&page=12
Post #456 at this forum, shows properties of a vertical cone.
goldorak
06-26-10, 10:49 AM
However I have also observed some anomolies in RA torp/cm performance so I need to eliminate the possible effect of game
acceleration and/or Windows 7. I wonder whether anyone else may have had Windows 7 effects ? Hate to criticise
the modders excellent work, if the fault lies elsewhere.
Just to be clear, game acceleration has to be limited to 8x.
Anything greater than this and you get problems with the mod. Its also specified in the weapons manual to set time acceleration to 8x and not 16x (default value in DW).
Bellman
06-26-10, 12:44 PM
My opening remarks above were about LWAMi and I doubt I accelerated even to x8 - to get the 48s into terminal test positions.
The reported behaviour is not the freaky type of event associated with over accelerations which have been present in the game for a long time.
The behaviour is 'normal' at normal game speed - but super sensitive !
I have modified my config settings to eliminate any negative effects of unguarded acceleration in RA and will have another look at it.
kramxel
08-16-10, 07:25 AM
Hi, I'm new to the LWAMI mod.
Just installed 3.10, only some user permission problems that have been fixed.
My question is, what is APAD?
P.S: Thanks for all the hard work!
EDIT
Information on the Alrosa Playable Alternate Database is on page 1 of the manual under the heading Extras.
Just found this in another thread.... thanks!
Been kindof quiet. Is the RA team working on anything in particular?
-GrayOwl-
08-24-10, 05:06 PM
Been kindof quiet. Is the RA team working on anything in particular?
Yes - many bugs were eliminated for ver. 1.2 - for example when user submarine or ship, was sunk with 0 percents of damages - was removed.
Or the radars by the ships began job incorrectly (EMCON an option with the bug) by counterdetect enemy.
RBU - now work very precisely and very effectively. (it is altered like FleetCommand RBU job)
Silly job of submarines at short distances detect enemy at start mission - was removed.
From a gun (76 mm for O.H.Perry or 100 mm gun for Controlled Udaloy DDGH) - it is possible now to shoot on a submarine on PD - and to kill her.
And many other useful things...
Castout
08-25-10, 07:35 PM
Yes - many bugs were eliminated for ver. 1.2 - for example when user submarine or ship, was sunk with 0 percents of damages - was removed.
Or the radars by the ships began job incorrectly (EMCON an option with the bug) by counterdetect enemy.
RBU - now work very precisely and very effectively. (it is altered like FleetCommand RBU job)
Silly job of submarines at short distances detect enemy at start mission - was removed.
From a gun (76 mm for O.H.Perry or 100 mm gun for Controlled Udaloy DDGH) - it is possible now to shoot on a submarine on PD - and to kill her.
And many other useful things...
Sounds great
goldorak
08-29-10, 11:13 AM
From a gun (76 mm for O.H.Perry or 100 mm gun for Controlled Udaloy DDGH) - it is possible now to shoot on a submarine on PD - and to kill her.
:o very nice.
But I have to ask, the lookout on the bridge (wether on the perry or udaloy) is capable of reporting visual contacts up to several nm.
Can it report automatically also a submarine at periscope depth ?
-GrayOwl-
08-31-10, 03:50 AM
:o very nice.
But I have to ask, the lookout on the bridge (wether on the perry or udaloy) is capable of reporting visual contacts up to several nm.
Can it report automatically also a submarine at periscope depth ?
Ok. :DL
goldorak
08-31-10, 07:11 AM
Ok. :DL
:yeah: this will be a great improvement.
Finally being able to use all available sensors (including lookouts) to track nearby subs.
Kapitan
02-12-12, 12:14 PM
cant see the new units whats the problem with the install using windows 7 ?
Treetop64
02-28-12, 02:35 PM
You prolly know this already but don't install anything to Win7's or Vista's default folder (Program Files (x86)). Create your own installation paths. Avoids a lot of headaches that way.
Theta Sigma
02-29-12, 04:36 PM
You prolly know this already but don't install anything to Win7's or Vista's default folder (Program Files (x86)). Create your own installation paths. Avoids a lot of headaches that way.
You shouldn't make such a blanket statement like that. It may apply to you if you install as a user rather than an admin, but I have DW installed without issue to the x86 programs folder on W7 and run it without issue as an admin.
arief.satriyo
04-01-12, 11:57 AM
I just recently install DW and LWAMI and I notice that the TA position (TB-16 & TB-23/29) has been swap. How do I switch back the TA position just the way it is..??? I relatively new in this mod things so I don't have a clue how to do it and the reason I'm installing mod is to improve "realism" so I prefer thing's the way it is in the real-world.
And thanks beforehand :)
Molon Labe
04-01-12, 04:21 PM
This isn't something I've played around with in DWEdit, but my suggestion would be to swap assignments in the Mast Dialog. If that doesn't work (causes a crash?), you could just swap the specifications and names on the sensors themselves.
arief.satriyo
04-03-12, 01:56 AM
This isn't something I've played around with in DWEdit, but my suggestion would be to swap assignments in the Mast Dialog. If that doesn't work (causes a crash?), you could just swap the specifications and names on the sensors themselves.
How do I do that?
Like I said before I m new to DW
Molon Labe
04-03-12, 06:28 AM
New users generally don't mess with DWEdit. But it's actually rather simple, and this task in particular should be fairly straightforward.
First, make a backup of the mod database. Just copy and paste the database folder someplace safe.
If you don't have DWEdit (and why would you, unless you're a modder), it's available at subguru. The mast dialog page is accessed through the icon with the black symbol that looks sort of like an old train's locomotive. From there you'd select the mast you wanted to change, e.g. "688I TA Stb" and double click the name to populate the entry. One of the fields that would be filled in with a reference to a sensor, such as "688 TB-23." I haven't done this part before, but I'd imagine if you double clicked that field a window would come up allowing you to select any of the sensors in the database, so you'd select 688 TB-16 and click OK. Then you'd click Apply to write the changes to the DB, repeat for the port array, and click the Save icon to overwrite the old DB.
arief.satriyo
04-03-12, 08:14 AM
ok Thank's for the tip I will try it :)
Is there any version of LWAMI that doesn't swap the TA (TA on the right place as it were on real-life) or do I need to downgrade the mod before the version that swap the TA..?? :hmmm:
BTW Is there any reference sheet of this mod regarding platform, sensors, weapons..??? All I can find are reference sheet for stock DW but no LWAMI. It's very difficult to make the necessary tactical estimate let alone judgment without having reference sheet :dead:
Thank's beforehand :)
Molon Labe
04-03-12, 10:06 PM
The TB-23 was added in version 3.00 as the starboard array (stock DW has two TB-16s). There is no version of the mod with the TB-23 on the port side.
The current package includes a platform/weapon reference guide.
arief.satriyo
04-04-12, 06:58 AM
New users generally don't mess with DWEdit. But it's actually rather simple, and this task in particular should be fairly straightforward.
First, make a backup of the mod database. Just copy and paste the database folder someplace safe.
If you don't have DWEdit (and why would you, unless you're a modder), it's available at subguru. The mast dialog page is accessed through the icon with the black symbol that looks sort of like an old train's locomotive. From there you'd select the mast you wanted to change, e.g. "688I TA Stb" and double click the name to populate the entry. One of the fields that would be filled in with a reference to a sensor, such as "688 TB-23." I haven't done this part before, but I'd imagine if you double clicked that field a window would come up allowing you to select any of the sensors in the database, so you'd select 688 TB-16 and click OK. Then you'd click Apply to write the changes to the DB, repeat for the port array, and click the Save icon to overwrite the old DB.
Already try it to swap the data on mast dialog, but it's only change the name/label but not the sensor it self. Since the sensor performance it self is control trough the sensors dialog (Am my right or wrong here...??? :06: since I don't have the slightest clue of what all those numbers on sensor dialog meaning for)
Please correct me if I'm wrong here, but by swapping the value on mast dialog I only managed to change the name/label but the sensor still TB16 on the portside unless the value on sensors dialog is swap too :hmmm: :nope:
Is there any LWAMI 3.11 with object.eod with TB16 on the starboard side..?? or could someone please create it..?? :hmmm:
Molon Labe
04-05-12, 11:04 PM
If you have a database with the TB-16 on the starboard side, it is not LWAMI 3.11 anymore. It is a "new" mod. That may seem nitpicky, but if you're trying to join a multiplayer session, it matters.
On changing the sensors. I was wrong about the mast's sensor assignment being on the mast dialog. It's actually on the sensor dialog, on the top of the page, over toward the right. The data shown on the mast dialog just displays what sensor was assigned to the mast via the sensor dialog page.
arief.satriyo
04-06-12, 10:06 AM
is there any change someone teach me how to do sensors sweep :DL
Since I had no intention to join multiplayer internet game anyway, but I do intent to play multistation on LAN
Molon Labe
04-06-12, 06:33 PM
On the sensors page, select the 688I TB16 by double clicking it from the menu on the left. At the top of the page, toward the right, there is a drop-down for masts. From there, select 688I Stb TA. Click Apply to save the changes. Repeat for the 688I TB23, but select 688I Port TA instead. After the changes (and after making sure you've backed up the original database somewhere) click save from the main window.
That's it.
arief.satriyo
04-09-12, 10:27 AM
On the sensors page, select the 688I TB16 by double clicking it from the menu on the left. At the top of the page, toward the right, there is a drop-down for masts. From there, select 688I Stb TA. Click Apply to save the changes. Repeat for the 688I TB23, but select 688I Port TA instead. After the changes (and after making sure you've backed up the original database somewhere) click save from the main window.
That's it.
BTW you still need to swap the mast assignment in mast dialog box too because swapping the sensors did swap the sensors but the graphics representation still control by mast dialog.:know:
This modding stuff look fun just need to learn one step at a time. :DL
arief.satriyo
04-09-12, 10:55 AM
On the sensors page, select the 688I TB16 by double clicking it from the menu on the left. At the top of the page, toward the right, there is a drop-down for masts. From there, select 688I Stb TA. Click Apply to save the changes. Repeat for the 688I TB23, but select 688I Port TA instead. After the changes (and after making sure you've backed up the original database somewhere) click save from the main window.
That's it.
Just check the result of swapping the mast and sensor assignment, still doesn't work. It's still TB-23 on starboard side :nope:
Any idea where I get it wrong :damn: (I swap the sensor on sensors dialog box and swap the value on mast dialog box)
Molon Labe
04-10-12, 07:48 PM
I talked to Luftwolf about it, he thinks the sensor assignments are hardcoded because it involves a playable platform, so there is no way to do it other than changing the sensor specifications. Tedious, but doable.
arief.satriyo
04-13-12, 12:37 PM
I talked to Luftwolf about it, he thinks the sensor assignments are hardcoded because it involves a playable platform, so there is no way to do it other than changing the sensor specifications. Tedious, but doable.
Ok thank's for the info Molon :), ok so how do I change the sensor specifications anyway...??? :hmmm:
Molon Labe
04-13-12, 10:57 PM
Sensor dialog.
arief.satriyo
04-14-12, 08:26 AM
Sensor dialog.
yeah ... I did swap both sensors dialog and the mast dialog (as I already told on previous post) before with no result :down: (and I did not forget to save the change either)
When I swap the TA on sensors dialog the graphic representation remain unchanged (TB23 on starboard) and so I decide to swap the values in mast dialog and it's still doesn't work.
How do you guys did the swap in the first place anyway..?? If it's hardcoded and how come it can be swap on the first place :hmmm: Why it's so difficult now to return it to the original placing :06:
Molon Labe
04-14-12, 09:40 AM
Like I said, you can't swap them, you have to just change the specifications. (So instead of moving a sensor, you change the sensor) LW initially changed it by changing one of the two TB-16s into a TB-23 (name, sensitivity, possibly length).
arief.satriyo
04-17-12, 02:04 AM
Like I said, you can't swap them, you have to just change the specifications. (So instead of moving a sensor, you change the sensor) LW initially changed it by changing one of the two TB-16s into a TB-23 (name, sensitivity, possibly length).
Thanks for the info :) I'm going to give it a try :ping:.
BTW I read your post somewhere in this forum which mentioning about giving the sphere sonar array ability to determine contact depth. When that feature will be implement on LWAMI..?? It's going to be great feature something I'm waiting for since the day of Jane's 688(i) H/K, although I realize the performance will not be the same as that in R/L (since it's classified and if you ask any submariner and got "If I told You and I have to Kill You" answer will not be surprising) but it will give more in game immersion experience.
Molon Labe
04-17-12, 06:59 AM
Something like that would require a redesign of the acoustic environment model, or at least sensor functioning. We just do database and doctrine work here.
arief.satriyo
04-20-12, 11:27 PM
I just playing DW with LwAmi less then a month and so far I've been using otto (autocrew) for most part (I still try to understand all FFG-7 stations functions), then I decide to drive sub again without otto, but I found something strange that I can't assign a sonar tracker on Narrowband since I have to switch back to Broadband and assign the tracker there sometime is get worse I can't assign sonar tracker on both the broadband and narrowband despite there's 2 line of frequency on narrowband.
Is this a problem on the sim engine or is has something to do with the mod :06:
Molon Labe
04-21-12, 09:15 AM
I just playing DW with LwAmi less then a month and so far I've been using otto (autocrew) for most part (I still try to understand all FFG-7 stations functions), then I decide to drive sub again without otto, but I found something strange that I can't assign a sonar tracker on Narrowband since I have to switch back to Broadband and assign the tracker there sometime is get worse I can't assign sonar tracker on both the broadband and narrowband despite there's 2 line of frequency on narrowband.
Is this a problem on the sim engine or is has something to do with the mod :06:
Posting this in two threads?
As I alluded to in the other thread, a not-so-common user error is to try to assign narrowband trackers by selecting only a bearing instead of a frequency at a bearing. This has nothing to do with the mod, it's just a difference between DW and SC.
With the mod, due to the increased spherical/cylindrical array sensitivity, the broadband will sometimes display a contact that is too weak to assign a tracker in either NB/BB--but this would never be a contact so strong that produced two narrowband lines.
arief.satriyo
10-12-12, 06:37 PM
Got questions :06:;
1. How do I modified a platform (Non-playable) weapons load-out
2. How do I modified playable platform capability (ex; increasing Seawolf class depth rating)
Thank's beforehand :)
Got questions :06:;
1. How do I modified a platform (Non-playable) weapons load-out
2. How do I modified playable platform capability (ex; increasing Seawolf class depth rating)
Thank's beforehand :)
You'll want DWedit, which is available on subguru.com.
http://subguru.com/DW_missions/DWEdit1_7_4_1.zip
You may want to backup your database before editing it, and of course by editing the DB you break compatibility if you were to try to play multiplayer.
arief.satriyo
10-16-12, 05:54 PM
I'm quite aware of DW Edit function.
Actually I 'm looking for some kind of Manual (user guide) of DW Edit, for example what are all those numbers in those dialog box governs or/and what kind of effect they do in gameplay.
red2112
02-09-13, 08:50 AM
Greetings folks,
I would like to know if posible, if any changes have been made regarding range in LWami Mod?
I mean is the Towed Array range still the same as stock DW, or any other sonar, torp, depth and speed changes in this mod?
Sorry but aim old school and plot by hand with pencil and paper :D, so I really need this info.
I did read the included manual in the mod, but besides some speed changes I dont see much other info regarding the above, or I could have overlooked it, my bad!
Your help will save this old school diver :up:
Thanks so much for reading...
Molon Labe
02-09-13, 01:19 PM
Sonar sensitivity and the amount of noise generated by contacts have both changed, so in-game detection ranges could vary significantly from the stock game, depending on the target and the target's speed.
red2112
02-09-13, 02:11 PM
Sonar sensitivity and the amount of noise generated by contacts have both changed, so in-game detection ranges could vary significantly from the stock game, depending on the target and the target's speed.
Thank you so much Molon for your promt reply!
Yes I realise that a change has been made in this sence, but are the sonar detection ranges (depending on sea state, layers etc) still the same as stock? I mean what are the new ranges on the mod? The same goes for adquisition cones on torps, any change? Is there fuel range still the same etc. Its hard for me to make a tactical picture without these values.
Thanks again Molon for your help.
Red2112
red2112
02-09-13, 06:03 PM
Well, I just wanted to say sorry, I dont want to seem stuck-up about this. Itīs just that we/I had all this info when I was in the Seawolves.org back in the days of 688i/HK.
20,000yds for Towed Array (aprox.), adquisition cone range and diameter of cone, fuel for 50,000yds at 55 knots. Active ping max 80,000yds and etc.
The "Bluebook" is updated up to Sub Command and I doubt itīs updated to DW, so along with the stock DW changes and now that I installed the LWami 3.11 mod with itīs changes, Iam made a mess :D
A rule of thumb is know your own ship capabilities as well as your enemyīs capabilities. It all has to do with stealth and plannig your tactic. Without this info, you donīt know how far or close you can get to your CNT regardles of weather for example.
Any how, this old diver will just have to live with it, but I was planning to do a trainig course over at my virtual squadron and this Info was of great value as it was for me over at Seawolves.org.
Fish give me a hand! (deep2112)
Thanks everyone!
Red2112
Molon Labe
02-09-13, 08:08 PM
I've held contacts in the 3rd convergence zone (90nmi) before, had direct path contacts beyond 30nmi, and had other targets undetectable at .5nmi. LWAMI removed the hard-capped ranges for passive sensors, so there really isn't any sort of generic rule that is going to give you a range.
Torpedo acquisition cones... that's a little more predictable... I think we left the angle at +/-45 degrees. Expect 2nmi-1.5nmi for modern HWTs vs large targets, but less than 1nmi if the target is very small or you're using an older, cheaper weapon.
red2112
02-09-13, 11:06 PM
I've held contacts in the 3rd convergence zone (90nmi) before, had direct path contacts beyond 30nmi, and had other targets undetectable at .5nmi. LWAMI removed the hard-capped ranges for passive sensors, so there really isn't any sort of generic rule that is going to give you a range.
Torpedo acquisition cones... that's a little more predictable... I think we left the angle at +/-45 degrees. Expect 2nmi-1.5nmi for modern HWTs vs large targets, but less than 1nmi if the target is very small or you're using an older, cheaper weapon.
Thank you Molon!
Regarding sonar range, I understand you perfectly. I did assume this as there are to many variables involved. Generic is fine, just a guideline so to speak for new divers. Torp cone info is of great help, thankīs for that one! Hmm... evading torps is gona be challenging from now on :ping:
Thank you Molon and your team for this great mod, aim enjoying it in every dive and has got me back at sea after a ten year leave or more :)
Thank you.
Good care,
Red2112
Pilot_76
02-08-14, 07:41 PM
To know the ranges I think by enabling them from the contact menu in the mission editor gives a good number.
alfagolf
07-11-14, 06:22 PM
I'm experiencing several CTDs :(
Rex Ursus
08-27-14, 05:20 PM
I am trying out the new RA mod and don't know enough about it yet to make a determination comparing it to LwAmi. Does anyone know enough about both to draw distinctions?
banryu79
08-28-14, 03:51 AM
I am trying out the new RA mod and don't know enough about it yet to make a determination comparing it to LwAmi. Does anyone know enough about both to draw distinctions?
I do not know RA but one very good thing (among many) about LWAMI is that it is shipped with a very comprehensive manual.
So you can easly answer your own question: just download LWAMI and read the pdf manual, and compare that information with your own experience of RA :)
in_vino_vomitus
08-28-14, 04:32 AM
There realistically isn't any way to say which is best - It's a game, so what makes it good is the experience of playing it, which will be different for each of us. RA has a lot of platforms that aren't in LWAMI, so if variety is your thing then that might be an issue. Remaining undetected in LWAMI is certainly challenging [for me at least]. Really it all depends on how you play and what floats your boat.
Easy answer to the "Which one is best?" conundrum - multi-install and have both.
Rex Ursus
08-29-14, 10:05 AM
By better I mean more realistic. More detailed. And more challenging.
I can see that RA has more platforms and weapons and that qualifies it as an expansion as far as I'm concerned.
LwAmi 311 is about a third larger in unpacked file size I noticed. I guess I will just keep picking RA apart and find out.
The additional platforms alone opens up new horizons and there are new things like biologics and bouys etc. Nucs and such are fun too. And.... THE RED OCTOBER with hydrodynamic drive. It IS silent drive. I've driven it in circles around the seawolf. But it is 'deaf as a post'.
So far it is a lot of fun.
Rex Ursus
08-29-14, 10:40 AM
We will have a new version soon I here. Great news!
MANoWAR.U52
03-17-19, 08:37 PM
Iīve just finished the Liu Doctrine campaign which was specifically made for LWAMI and strongly recommend it.
Great Missions, no bugs noticed, and it comes with very good and authentic story/writing.
For me probably the best user-made DW campaign besides Red Storm Rising.
Liu Doctrine campaign is really good. Everything works, no bugs (that I've noticed), absolutely thrilling.
We really need more Lwami campaigns! :Kaleun_Cheers:
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