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View Full Version : MP missiles gone wierd (luftwolf?)


Kapitan
10-30-05, 02:53 AM
my SS-N-27 ASM missiles have been going real wierd i enter the settings on the fire control screen chose the target slow to 3 knots come to 22 meters and fire.

now they do fire and they dont fail but i look at the 3d screen if its enabled and it shows my missiles at 19 knots spinning in circuls and underwater about a mile from my sub :o

is this a bug ?

Bellman
10-30-05, 03:52 AM
Kap - MP missiles have done very strange things occasionaly since time began. This is new to you ?

But it would help others to help you if you reported whether this occured in the stock game or under the LwAmi mod.?

Bellman
10-30-05, 03:55 AM
:lol: .................**LwAmi** mate - sorry :lol:

LuftWolf
10-30-05, 07:33 AM
Due to the HUGE data transfer that occurs during MP missions over LAN, missiles that you fire often look very strange to you.

However, the missiles are performing correctly on the host computer, which is all that matters.

I have seen the same kind of thing in MP many times, and every time it happens it freaks me out, but rest assured, they are working where it counts.

WHY DOES EVERYONE BLAME THE MODDERS????????? :damn: :damn: :damn:

Just kidding... ;) :-j

Kapitan
10-30-05, 08:02 AM
yeah they act wierd under the new 202 mod

LuftWolf
10-30-05, 08:07 AM
They always do that in MP, more or less, Mod or not.

Are you having problems in single player?

LuftWolf
10-30-05, 08:09 AM
You should also be aware that the SS-N-27 ASM included with the mod is a two stage version: the first stage launches the second.

After the first stage fires the second stage, the first stage either goes up or slowly falls into the sea.

I've fired *lots* of these missiles in tests, and they work great. :)

Kapitan
10-30-05, 08:10 AM
now i didnt know that thanks

XabbaRus
10-30-05, 09:13 AM
Yea I have seen it in stock DW over MP... Subrocs and TASMS don't seem to shoot straight.

LuftWolf
10-30-05, 09:15 AM
I'm pretty sure they always get calculated correctly on the host computer... can someone who hosts confirm that? :hmm:

Molon Labe
10-30-05, 12:56 PM
I'm pretty sure they always get calculated correctly on the host computer... can someone who hosts confirm that? :hmm:

My observations are consistent with this.

Amizaur
10-30-05, 01:02 PM
I have seen crazy missiles dosens of time playing MP on stock DW and my old shared net connection :)

Kapitan
10-30-05, 04:46 PM
right some things

sonar baffels are not correct should be 120 degrees but this isnt

active intercept well of all the games ive played nothing doesnt work unless soul chaser has some thing else

so far 8 kills including a mine :o

LuftWolf
10-30-05, 04:55 PM
sonar baffels are not correct should be 120 degrees but this isnt

To the best of my knowledge, and its pretty good regarding the mod, 120 degrees is the baffle for all sphere arrays in the mod.

We haven't touched anything on the active intercept... let me check this.

I assume you are playing as the Akula, so I'll look at that particularly.

LuftWolf
10-30-05, 05:01 PM
Active intercept is working fine.

I should note, we left the baffling on the active intercept the way it was, 60 degrees to the stern, for a number of reasons: it would serously limit AI evasion routines against torpedos and the active intercept systems are most likely made of a number of different receivers, mostly as flank arrays, so the baffling would be different from the other sonars, also because it is less effected by flow noise.

Kap, have you read the readme included with the mod? There is a reason it's 13 pages... ;)

Amizaur
10-30-05, 05:06 PM
I believe in real life the active intercept coverage is all around. Subs have rear active intercept antennas on the back of the sail. For sure we shouldn't inrease AI baffles.
Kapitan, what baffles are you talking about ? Which one are not 120deg ? Sphere/cylindrical should be. Flank array of course not, it's unchanged.

Kapitan
10-31-05, 02:34 AM
im not acctualy sure im reporting this problem third party soulchaser has this problem.

Bellman
10-31-05, 03:04 AM
:) Kapitainsonar baffels are not correct should be 120 degrees but this isnt

I had previously raised this with LW and Am. who confirm that whilst the SA baffle in 2.02 is now 120 deg.,
the Hull and Conf. remain unadjusted at their previous limit (Stern arc 60 deg. at 180 deg.)

I gather that this matter is under review and suggest interested parties refer to the Test 1 Baffles thread in 'Mods where I have raised TA issues for consideration.

Kapitan
10-31-05, 03:08 AM
i do belive so yes

Soulchaser
10-31-05, 06:44 AM
i had the baffles problem wich is based on a different problem tho. go look at my post in the mod section.