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View Full Version : LuftWolf and Amizaur's Realism Mod--NEWLY UPDATED TO 3.02!!!


LuftWolf
11-22-05, 08:00 PM
Edit: See post on 3/18

The task list includes:

1) Final minor changes to LWAMI 3.00 database

2) Rewrite the readme

3) Release LWAMI 3.00 Official Distribution

4) Work on adding new models to LWAMI 3.01 working database and create a separate install pack for the new AI platforms for the stock database (as a separate but related project with the modellers)

In the meantime, as most of you know, you can find the LWAMI 3.00 Preview at this thread in the CADC: http://www.orionwarrior.com/forum/showthread.php?t=12418 . :arrgh!:

Cheers,
David

At this time, we are not planning on supporting the 1.03 Intermediate patch.

Those of you who wish to keep using the LWAMI Mod are encouraged to hold off until the official 1.03 version is released, by which time we hope to have LWAMI 3.0 available, or to do a dual install of 1.01+LWAMI 2.03 and 1.03 Stock DW, the details of doing which can be found at the CADC link posted below, courtesy of OneShot and Molon Labe.

http://www.orionwarrior.com/forum/showthread.php?t=168

MaHuJa
11-22-05, 11:39 PM
Begs the question;
What sort of catastrophic failure can we expect from 1.03+lwami2.03 ?
:lol:

LuftWolf
11-23-05, 12:28 AM
LOL :lol: :rotfl:

Well... nothing at all... it actually should work technically exactly the same, but some of the sonars may be a bit out of calibration, meaning some of the detection ranges will be different, and of course, the active sonar will probably be a bit far off in terms of the ideal sensitivities.

LuftWolf
11-25-05, 02:13 AM
Ok, I lied. :-j

Amizaur has done quite a bit of work with modding 1.03 and so, encouraged by his fearlessness and the files he has sent me with a wink that says "get working", I am doing some work as well finishing up some changes.

I hope to have LWAMI 3.0 Beta for the DW 1.03 Beta patch out today! :up: :rock: :arrgh!:

Standby for an announcement and mod release! :)

Bellman
11-25-05, 04:55 AM
:sunny: Well I look forward to that. :up:

But I think Im going to wait for the mangled 'Unofficial' to emerge before further modding.

The shifting sands of change are getting a little too unpredictable - so I'll sit this one out.

Not beeing negative, as I like the last LwAmi, just cautious.

LuftWolf
11-25-05, 05:17 AM
Well, I'm discovering that 1.03 is a paradigm shift in terms of the sonar model.

LWAMI 3.0 is not going to be like 2.03 at all in terms of the detection ranges, and there isn't much we can do about that. In some cases the ranges will be much farther, and in some cases MUCH MUCH less (like between layers, which are now magical curtains of silence... at least compaired to 1.01 where they did basically nothing, so it may be realistic, but hugely different than what we are used to).

In any case, we are done with LWAMI 3.0 Beta for the most part. I just need to make the readme and put together the distribution, and then it will be posted to the CADC and sent to Bill. :up: :rock: :arrgh!:

Bellman
11-25-05, 05:23 AM
:D LW:Well, I'm discovering that 1.03 is a paradigm shift in terms of the sonar model.

Can you please expand on this ?

LuftWolf
11-25-05, 05:25 AM
Just boot up 1.03... and then go under a layer. The whole world disappears from sonar. :hmm:

Bellman
11-25-05, 05:42 AM
:D Havent tried 1.03 yet......... but that might tempt me. :yep: :up:

LuftWolf
11-25-05, 05:44 AM
Honestly, it's a good thing. :up: :rock:

LuftWolf
11-25-05, 06:39 AM
Here is the 3.00BETA addition to the readme:


LuftWolf and Amizaur’s Weapons and Sensors Realism Mod v3.00 BETA
For the DW 1.03 BETA Patch
Hosted by www.subguru.com
Readme by LuftWolf
Edited by Amizaur

Amizaur has made a more substantial and significant contribution to the creation of this mod than me.

Thank you to finiteless, Ludger, and jsteed for their contributions to modding DW. Thank you to Bill “Subguru” Nichols for hosting the work of so many talents modders and mission designers. Thank you to Molon Labe for extensive testing and multiplayer testing.

All doctrines by Amizaur.

The purpose of this mod is, straightforwardly, to address the aspects of DW game-play that most bother its authors, while improving the simulation experience and fixing bugs, without introducing any new ones. Thank you in advance for downloading this mod. Please send as much feedback as you can via the dedicated thread on the www.subsim.com mod forum, http://www.subsim.com/phpBB/viewtopic.php?t=41581&start=0.

INSTALLATION: Backup your stock Database and Doctrine folders by copying them to a safe place apart from your DW directory. Unzip the file into your Dangerous Waters directory, allowing your unzip program to overwrite all files. The Database and Doctrine files will install to the correct directories automatically. NOTE: Saved games created with one Database are not compatible with any other versions of the database, however, you can restore a previous version of the Database at any time to load saved games associated with that Database.

Note: This mod represents substantial changes to DW core game-play, and as such, will probably require fine-tuning in subsequent versions to particular values based on game-play experiences. However, such is the case precisely because, we feel, it represents a quantum leap towards bringing out the full potential of the massive and dynamic DW engine in terms of providing the feel of a quality simulation experience for both those new to the simulation genre and weathered deep blue warriors. Please send us AAR’s and comments in as great a quantity as you can! We would be especially encouraged to hear from players in the multiplayer community.

CAUTION: Missions designed for stock DW v1.01/1.03 maybe made unplayable by the greatly reduced detection ranges in this mod. We strongly encourage mission designers who enjoy the mod to support it by creating missions designed with these new realistic parameters specifically in mind. We plan on releasing a guide for mission designers along with the expanded charts and tables to assist you in this endeavor. Please let us know if there is *anything* we can do to help you design missions for our mod!

NOTICE: This is a BETA version of LWAMI 3.00 for the DW 1.03 BETA patch. As it is a BETA, there maybe things that need to be changed, perhaps quite a bit. However, it is at least as stable and playable as the 1.03 BETA patch by itself, and, we hope, more so! Also, the Mod documentation will receive a full rewrite treatment in the non-BETA version to reflect the new LWAMI 3.0 version.

A Sound vs. Speed profile chart and new Ship, Sub, and Torpedo specification table will be released in support of this readme, to cover any specific changes to AI ships or weaponry (such as the complete listing of sonar parameter assignments) not covered in this document, however, I have taken to care to note the most important specific parameter changes to user platforms and weapons.

Specific Changes for v3.00BETA: All notations listed here supersede comments below. I will try to note when this occurs in this section when possible.

Active Sonar—Given the game-engine changes to correct hard-coded bugs in the active sonars, we no longer need the bug workarounds, so Amizaur has reset all active sonars and active SL’s back to their original stock DW values. These maybe changed for realism purposes in the full LWAMI 3.0 version, but for now, the stock ranges are suitable as a baseline.

Maverick Missile—Amizaur has changed the range of the Maverick to a more reasonable 25km and reduced the warhead DP to 100. Also, he has enabled helicopters and submarines as legitimate targets for the Mavericks to allow snapshots on surfaced subs, however, the missile doctrine changes will still prevent them from homing in on and damaging submerged submarines.

Assorted Missile Modifications—The minimum range of the SM-2 has been set to 1nm and the turn radius of the very fast AS-4 and AS-6 has been increased, and their minimum range increased to attempt to emulate the effects of their high-diving trajectories. Doctrine changes will most likely follow in subsequent versions to complete this effect.

Torpedo Doctrine—Amizaur has removed the random circle/snake direction for human launched torpedoes, they will now always go to the right. The random direction is kept for AI launched torpedoes and all SUBROCS.

SubrocAttack Doctrine—Amizaur has added a random range and bearing error calculation into the Subroc trajectory and release point, meaning that Subrocs will no longer fall in exactly the same place for the same range and bearing setting and will produce a bit of a scatter effect for multiple launches set to the same place. While this may seem like it will reduce the effectiveness of the Subrocs, it may actually make it easier to fire multiple Subrocs into the generally vicinity of a POSSUB datum and score a kill, as the user can now set a single drop point and launch bearing and cover a wider area… theoretically. I’m an Akula diver and I like this change, so no complaining about how we’ve “killed the SUBROC.” :-P

Fire Control Radars—Amizaur has enabled the Earth Curvature flag for the longer ranged FCR’s and reduced their height to be equal to their associated search radars in order to get more realistic behavior. I have also increased the range of the second FCR on the Kongou, which is an AEGIS capable vessel. ALSO!!!, the Mk92 STIR and CAS of the OHP FFG has had their Earth Curvature flags set, meaning you can no longer fire SM-2’s over the horizon at distant surface ships and the whole radar dependant FC system on the FFG will be limited by the horizon.

Regarding Sphere Array Trackers—Due to the way the interface handles input from the SA’s, it is possible to see a broadband trace for contacts before you are able to assign a broadband tracker to them. The increased sensitivities for the SA’s in the mod have made this issue more noticeable. You can still assign narrowband trackers to the targets, however, as soon as they appear and later on assign broadband trackers to the targets as their SNR increases in order to get DEMON data, assuming that you are closing on the contacts and they are getting louder. Otherwise, you will have to use the towed array broadband trackers to get DEMON data for fainter contacts. There this, unfortunately, nothing we can do to resolve this issue on our end.

MH-60 Dipping Sonar—MaHuJa brought to my attention that the MH-60 dipping sonar is curling near the surface rather than diving as it should. To resolve this problem, I significantly decreased the buoyancy of the dipping sonar cable and slowed down the deployment speed to a more reasonable level. Thank you for bringing this up, M!

FFG Acceleration—Due to changes in the physics modeling, the FFG thrust was too weak to sustain proper speeds in 1.03. The propeller diameter has been now increased from 3 to 5 to give the FFG proper acceleration and allow it to maintain speed under proper conditions.

Passive Sonars—Due to the increased detection ranges in 1.03 under some conditions, the sensitivities of all passive sonars has been reduced by 2 (+2 in the database) across the board. This change is preliminary and still fails to bring the detection ranges in line with 1.01 in all conditions, however, given the drastic differences in the sonar model between 1.01 and 1.03, a bit more testing has to be done to figure out just what to do about this, if anything. However, as things stand now, this is quite playable as we have set it!

Submarine Attack Behavior—I have added to the SubAtkSub doctrine and made some modifications to some submarines’ launchers in order to allow more aggressive attack behavior by the AI. The AI submarines will now maneuver for their first shot as with the stock doctrine, however, after firing their first shot, will no longer immediately go into their avoidance doctrine, but instead continue to stalk the target. When the target goes into it’s evasion pattern and increases speed to avoid the first shot, the attacking AI submarine, usually, will fire a second shot with a time delay on the target submarine’s evasion solution. The effect of this is to make the AI a much more formidable foe. Beware! ;-)


I will post the distribution to the CADC and send it to Bill soon!

Enjoy! :up:

LuftWolf
11-25-05, 07:00 AM
LWAMI 3.00 BETA now available at CADC. Get it at the link below! :up:

http://www.orionwarrior.com/forum/showthread.php?p=309#post309

Cheers,
David

Beer
11-25-05, 09:01 AM
Why to the left turn for Human dropped torpedoes?
This is realism???

No Thanks. Stock DW for me. If the liberty of changing the real life direction of circle patterns of torpedoes is an improvement, count me out of the other self thought improvements.

Beer

Bill Nichols
11-25-05, 09:17 AM
Version 3.00 BETA is now up at SubGuru.com :D

LuftWolf
11-25-05, 09:23 AM
Beer, I think you are missing the point.

This change could be done with the editing of a single word in the doctrine.

Thanks for your input, btw. :up:

Perhaps you enjoy 3nm seekers for your LWTs? :hmm:

Afterall, airplatforms are basically in a turkeyshoot without the mod, so there isn't much skill involved, no matter which way your torpedoes are going. :-j

LuftWolf
11-25-05, 09:33 AM
But if it makes you feel better, we'll change the direction to go to the right... perhaps you missed that it is a BETA, so I'll give you the benefit of the doubt.

Perhaps you should try it sometime... giving someone the benefit of the doubt that is.

Bellman
11-25-05, 09:54 AM
:sunny: David - I'm coming on board - see my PM - just need a helping hand with the Bosuns Chair. :lol:

LuftWolf
11-25-05, 10:03 AM
Ok, I have updated the entire distribution to include torpedoes that always go to the RIGHT, and also linked the doctrine by itself as well so you can just update the doctrine without having to download the whole mod over again.

http://www.orionwarrior.com/forum/showthread.php?t=174

LuftWolf
11-25-05, 11:12 AM
This updated version is now also on Bill's www.subguru.com site!

Thank's Bill! :up: :rock:

Amizaur
11-25-05, 05:44 PM
Hm, does the 1.03b patch allow to play MP with GameSpy ? I'm not sure.

Mau
11-26-05, 08:02 AM
LuftWolf,

Great work again.
In my name, thank you very much for all the good work you are continuously giving to this community!!

Amizaur, same thing
Thank you very much!!

Mau

Driftwood
12-04-05, 03:33 PM
LW, the mod readme talks about how the sounds have been tweaked (I'm assuming this is in conjuction with the Sound vs. Speed thing). I was wondering if you or anyone else knows whether or not the Realism Sound Mod (combined Blackmuzzle/Finitless realism sound pack) that Bill has on his site has any adverse game affects on Lwami 3.0?

LuftWolf
12-04-05, 05:09 PM
Edit: I see you are talking about the finiteless sound mods, not his realism mod. The sound mods have no conflict at all with the mod. They alter a different part of the game to add new in game sound effects. I highly recommend all of the stand alone sound mods by finiteless.

LWAMI is partly based off of the concept in the finiteless realism mod, but greatly expands on the works started there.

In a sense, it is a fully mature vision of what finiteless present there.

There is no need to install both, LWAMI includes all of the enhancements found in the finiteless mod and many more.

I can say this without hestitiation, because I believe that if finiteless were still around, he'd be working on LWAMI and it would be a slightly different much improved mod with his input. When looking to do a mod, I used his mod for inspiration, and much of the preliminary work by Amizaur, jsteed, and others was has been included in his mod first, and then LWAMI.

For example, the sound levels in the finiteless mod are from essentially the same data as in LWAMI.

Note, I am NOT talking about finiteless sound mods, which are to alter the in game sound effects, and are all highly recommended.

LuftWolf
12-11-05, 06:10 PM
I have updated some doctrines for LWAMI 3.00b that will be included in the full LWAMI 3.00.

Get them and read about what they do here at the CADC Mods Forum!

http://www.orionwarrior.com/forum/showthread.php?p=932#post932

Enjoy. :cool:

Cheers,
David

Bill Nichols
12-11-05, 07:10 PM
Also available at SubGuru :P

LuftWolf
12-11-05, 07:27 PM
Bill,

Your too fast! :yep: :)

I have just updated the updates.

It turns out I need to edit both the Torpedo and TorpedoHoming doctrine to get rid of the "spoofed torpedo syndrome".

Let me know if it keeps happening for you guys even with the updated updates. :doh:

Thanks! :up: :rock: :arrgh!:

Cheers,
David

LuftWolf
12-11-05, 07:28 PM
Oh, yeah, and in the meantime make sure you get the updated updates, now with FOUR updated doctrines!

Torpedo, TorpHoming, SubAvoidWeap, and SubAvoidAir.

Sorry for the temporary confusion, the torpedo "straight-running" bug can be spotty. :stare:

But, like I said, I think I have it now. :|\

And here is the link again:

http://www.orionwarrior.com/forum/showthread.php?t=174

Bill Nichols
12-11-05, 08:16 PM
I've updated the file at my site with the updates to your updates :-j

LuftWolf
12-11-05, 08:28 PM
Thanks Bill! :D

I'm being true to form today.... :88) :-j :lol:

OlegM
01-06-06, 03:23 PM
There are two versions on Bill's site - "regular" 3.00 beta and some "JGSME version"

What is JGSME and which should we use?

Also there is "LuftWolf's Doctrine Update for LWAMI Realism Mod 3.00B" - do we need to download this separately if we already have one of the above (3.00 beta and/or JGSME 3.00 beta)?

Bill Nichols
01-06-06, 03:39 PM
JGSME is a version manager and installer utility. If you don't own JGSME, then you want the other version.

There isn't any difference in LwAMI between the two downloads.

-bill

OlegM
01-06-06, 03:46 PM
Hmmm, OK so how about an obvious follow up question: where I find this JGSME utility? Didn't see it on your site, thanks.

Hobnail
01-06-06, 04:27 PM
http://www.beerymod.com/sh3_011.htm

OneShot
01-06-06, 04:28 PM
The JSGME installer is included in the download at the CADC (actually you have the choice of with or without).

Cheers
OS

LuftWolf
01-06-06, 05:54 PM
Also there is "LuftWolf's Doctrine Update for LWAMI Realism Mod 3.00B" - do we need to download this separately if we already have one of the above (3.00 beta and/or JGSME 3.00 beta)?

We updated a few doctrines after the 3.00b distribution was released, so I included them in a separate install. Just unzip the files into your scenario folder to install the update.

Enjoy. :) :up:

WargamerScott
01-18-06, 12:21 AM
Okay, what am I doing wrong? I downloaded the LWAMI ZIP file and extracted it to my DW directory, but the files are not installing themselves. Rather, they are all sitting in the master DW folder and not be divied out to the sub-directories. Am I doing something wrong? Is my WinZip out of date?

LuftWolf
01-18-06, 01:20 AM
Make sure you have selected to preserve the paths as an option in your unzip program.

Alternatively, you can look at the paths in your winzip program and manually drop them into the folders, Database and Doctrine, with the rest of the files being things included for the player, but not used by the game itself.

WargamerScott
01-18-06, 01:23 AM
Okay, let me check the "paths" option (didn't even know that existed).

Paul Roberts
02-07-06, 08:46 PM
I'll be the first to ask: when will the LWAMI mod be made compatible with official patch 1.03? :)

donw
02-07-06, 09:22 PM
and I'll be the 1st to ask....why would you attempt to hijack someone else's topic ..(2 pages down)...to ask this???

Start a new topic!!! :nope:

LuftWolf
02-07-06, 11:03 PM
LWAMI 3.00 Full will be out tonight or tomorrow morning, as soon as I finish it, starting the last phase of the work now. :up: :rock:

Cheers,
David

Paul Roberts
02-08-06, 08:01 AM
and I'll be the 1st to ask....why would you attempt to hijack someone else's topic ..(2 pages down)...to ask this???

Start a new topic!!! :nope:

Hijack? Since it was stickied, and judging from what's been said, I assumed this was the more or less official thread for the LWAMI mod.

What's the problem?

LuftWolf
02-24-06, 07:49 PM
I have been very busy with RL matters, so this has slowed the release of the LWAMI 3.00 Official Distribution. :up:

The task list includes:

1) Final minor changes to LWAMI 3.00 database

2) Rewrite the readme

3) Release LWAMI 3.00 Official Distribution

4) Work on adding new models to LWAMI 3.01 working database and create a separate install pack for the new AI platforms for the stock database (as a separate but related project with the modellers)

In the meantime, as most of you know, you can find the LWAMI 3.00 Preview at this thread in the CADC: http://www.orionwarrior.com/forum/showthread.php?t=12418 . :arrgh!:

Cheers,
David

PeriscopeDepth
02-24-06, 08:41 PM
If you want help with adding platforms, shoot me an email LW. :)

PD

sonar732
02-24-06, 11:59 PM
I want to use the JSME tool since I'd like to have different versions. How do I go about ultilizing it? :oops:

LuftWolf
03-01-06, 04:24 PM
Things are beginning to level out a bit... I think I can get back to work in earnest soon.

I'd expect to see the LWAMI 3.00 Official Distribution WITH the completely revised readme this weekend or the early part of next week. I want to be able to give you guys some concrete word on the project of adding the new platforms to LWAMI and their own separate installer by the end of next week.

I'm sorry but the confluence of my life getting busy and another less than ideal game version from SCS (that makes me more BETA tester than modder, a balance I am getting weary of...) has stalled things a bit.

I hope SCS has made more progress in the last two weeks than I have. :yep: :up:

Cheers,
David

Barleyman
03-03-06, 06:01 AM
I'm sorry but the confluence of my life getting busy and another less than ideal game version from SCS (that makes me more BETA tester than modder, a balance I am getting weary of...) has stalled things a bit.


What's the mysterious boo-boo with 1.03 patch anyhow?

LuftWolf
03-04-06, 08:05 PM
I was refering to the ownship torpedo pinging issue... but perhaps it is not as serious as I thought it was... :hmm:

In any case, if you don't notice it... then don't worry about it!!!

Don't let other people's opinions ruin your game for you. :-j

Edit: Yeah, upon further review DW 1.03 is just fine as far as the gameplay, especially in MP, goes. Thank ML for straightening me out. :doh: :up:

LuftWolf
03-04-06, 08:50 PM
I'm sorry but the confluence of my life getting busy and another less than ideal game version from SCS (that makes me more BETA tester than modder, a balance I am getting weary of...) has stalled things a bit.


What's the mysterious boo-boo with 1.03 patch anyhow?

Ok, let's be more positive.

DW has such a great potential for expansion that I am itching to do that more and more and spend less time hunting down bugs... of course, that's everyone who works on or with a piece of software they like I guess... with 1.03, I think (now that I have been corrected) we are at the place where larger scale expansions of DW is a thing that can happen quite well now. :know:

You guys, both users of LWAMI and users of the stock database, can look forward to new 3-d models and new platforms in the next month hopefully, as the modellers and skinners are continuing to do their good stuff. The plan is to have the new platforms available in a separate download from LWAMI, so that users of the stock and modded versions can take advantage of new missions created with those platforms and the community as a whole can stay compatible.

Cheers,
David

Molon Labe
03-05-06, 07:37 AM
I was refering to the ownship torpedo pinging issue... but perhaps it is not as serious as I thought it was... :hmm:

In any case, if you don't notice it... then don't worry about it!!!

Don't let other people's opinions ruin your game for you. :-j

Edit: Yeah, upon further review DW 1.03 is just fine as far as the gameplay, especially in MP, goes. Thank ML for straightening me out. :doh: :up:

That's only with respect to the torpedoes. The pitch excursions aren't just the eyesore that I took them for when I first saw it, though. It's failing the towed arrays, and that sucks massive ass, especially in MP.

Barleyman
03-05-06, 10:35 AM
In any case, if you don't notice it... then don't worry about it!!!

Only thing that bothers me with 1.03 is that torpedoes are essentially lobotomized. If I set it to 35kts to get max range, I have no way to kick them up to 55kts for the run-down. So waiting for the advanced torp control to be integrated ;-)

Barleyman
03-05-06, 12:52 PM
Oh, and since we're talking about all-time pet peewes, the replay should be fixed, finally.. It's basically as bad as it was for 688i hunter/killer and it's bloody 2006 now! I do not know how it functions but I do have the feeling it records way way too much data. it'd be pretty much enough to record location of every object once a second or so.

LuftWolf
03-12-06, 02:33 AM
http://www.subsim.com/phpBB/viewtopic.php?t=49703

suBB
03-13-06, 01:09 AM
Just dropping in a line to give you (all responsible for making luami realism mod a reality) a mucho grand’e :up: on luami official

You would think after less than 10 years of subbing around online, the $@#t would get old... and it did... until this mod.

I mean, its the little stuff that makes a world of difference - detectable missle launch transients !?!?!? (wow, did i read that right in the readme.txt)

can you also detect flooding and muzzle doors opening on torpdeo tubes?!!? whats next... whales with 'gas' lol

Bottom line: this mod makes sub sims fun again :yep:


Thanks again!!!


suBB


P.S.

what do you plan to add/change on future luami releases?

LuftWolf
03-13-06, 04:07 AM
Ok, I just posted the LWAMI 3.01 update at the CADC. Here is the 3.01 addition to the readme:

XX-Changes for LWAMI 3.01-XX

FFG ASTAC MH60 Loadout—In LWAMI 3.00, the ASuW loadout was incorrect and this has been fixed. Also, since we are unable to add two torpedoes to the Strike configuration such as for the player MH60, we have added an extra rack of four Hellfire’s, making the Strike Loadout now 8 Hellfire’s. Note: Although they are still called Hellfire Strike, they are capable of attacking ships and surfaced submarines, and will behave exactly like the player-fired Hellfire’s. The same fix that prevents Mavericks from homing on submarine below PD and damaging fully submerged subs has been applied to the Penguin and both Hellfires.

The update will also be posted soon to www.subguru.com .

compressioncut
03-14-06, 09:49 PM
I'm sure it's been said already, but man, the helo dipping is so rad. The only drawback is that it's a little micro-managey, but man it works so well in the end.

I just played the Rough Riders custom mission where the Roosevelt strike group is barrelling north at 25 knots. I had both helos dipping ahead of the force, then the Akula launched (presumably) a Klub, which the Aegis ships dealt with easily. I established a 5 mile datum circle on the missile detection point, had the helos dip on either side of it, and bam, both the Akula and Kilo showed up on link and were taken pretty fast. No losses to force (even though a 65-76 was shot - we avoided).

Much, much easier to manage instead of trying to use the helos to do area sonobuoy searches.

LuftWolf
03-14-06, 09:58 PM
Remember, you can also set a Fly-To waypoint pattern and use it to do MAD pattern searches. :yep: :know:

Tube4
03-15-06, 12:56 PM
Just a short one regarding the SH60 under ship controll from FFG. When I order it to do another DIP using waypoint - it will ditch into the water 99,5% of the times. Bad aerodynamics I think.

I changed the speed in the Helo dipping doctrine to 110 instead of MAXSPEED in the "Stop DIP" routine, and it has not happend again after the change. I'm not sure if my mod is the right one, but perhaps it will point you guys in the right direction.

Apart from that - you guys have done a wonderful mod. The realism is stunning.

Again: Thanks!!

:up:

LuftWolf
03-15-06, 03:04 PM
Just a short one regarding the SH60 under ship controll from FFG. When I order it to do another DIP using waypoint - it will ditch into the water 99,5% of the times. Bad aerodynamics I think.

I changed the speed in the Helo dipping doctrine to 110 instead of MAXSPEED in the "Stop DIP" routine, and it has not happend again after the change. I'm not sure if my mod is the right one, but perhaps it will point you guys in the right direction.

Apart from that - you guys have done a wonderful mod. The realism is stunning.

Again: Thanks!!

:up:

Hmm... thanks for letting me know. I haven't noticed this to be honest, and I tested it quite a bit... it's possible you were dealing with specific weather conditions.

I DO know that the AI autopilot for helos is somewhat buggy in the Sim itself, so if I see any of this kind of behavior, I'll be sure to correct it as necessary.

Let me know guys if you see anymore of this sort of thing... I couldn't get the MH60 to crash a single time. :88)

TLAM Strike
03-15-06, 05:33 PM
I was playing that mission that came with DW where you need to escort the Freghter past some PLAN subs (near Palawan Is.) and I had my helo dipping in perfict weather and splash. I ordered it to drop a fish on the nav map which it didn't so do I gave it a torp waypoint it dropped there and dropped the 2nd fish and SPLASH. I check the replay and there was no enemy missiles or anything the helo just fell out of the sky. Someone better call the boys at Sikorsky there is a problem with their birds... :damn:

compressioncut
03-15-06, 06:53 PM
Just a short one regarding the SH60 under ship controll from FFG. When I order it to do another DIP using waypoint - it will ditch into the water 99,5% of the times. Bad aerodynamics I think.

I changed the speed in the Helo dipping doctrine to 110 instead of MAXSPEED in the "Stop DIP" routine, and it has not happend again after the change. I'm not sure if my mod is the right one, but perhaps it will point you guys in the right direction.

Apart from that - you guys have done a wonderful mod. The realism is stunning.

Again: Thanks!!

:up:

Hmm... thanks for letting me know. I haven't noticed this to be honest, and I tested it quite a bit... it's possible you were dealing with specific weather conditions.

I DO know that the AI autopilot for helos is somewhat buggy in the Sim itself, so if I see any of this kind of behavior, I'll be sure to correct it as necessary.

Let me know guys if you see anymore of this sort of thing... I couldn't get the MH60 to crash a single time. :88)

Do the AI Seahawks ever run out of fuel? Because I think I may have had one crash if they don't. It did crash, but I thought it ran out of gas because it had been out for a long time, just after I elected to recover it (using the map screen).

Otherwise I've had no accidents when running helos from dip point to dip point.

Tube4
03-15-06, 07:23 PM
Some additional info reg. SH60 behavior:

1. No special wind condition
2. Sea state 2

I've done some more testing after your reply, and this happens to me ONLY when i Start-off with an SH60 in-air. I give the SH60 a random search area.

After it finishes off it's first DIP, Ship take control and add a way-point.
When it start heading to the new waypoint the SH60 will ditch into the water.

When I launch the SH60 from the FFG it never uses MAXSPD while in transit to next waypoint?? At least I was not able to see it.



http://www.oudmayer.com/images_DW/helo_lost.jpg

LuftWolf
03-16-06, 02:09 AM
Well, I've seen a lot of helos crash for no good reason since DW came out.

In the LWAMI 3.01 database, all helos have had their mass increased to 10 tons with some exceptions, because helos that are lighter than that tend to crash frequently.

It may have something to do with the setting of the turn radius for helos...

In any case, just so you guys know, there are NO speed commands in the HeloDipping doctrine that are active with the MH60R helo. Control commands tend to interfer heavily with the interface regulated autopilot for the MH60 when under ship control and the ship is human controlled.

The only control command for MH60R that is active is the command to SetAlt to 45ft if the speed is under 10kts. Other than that, the speed and altitude will be set to the default setting, controlled by the autopilot (which is 300ft if launched in game or whatever the setting is for the waypoint leg if the helo started the mission in the air).

My advice to prevent the helo's from crashing for player-controlled FFG's is to ONLY use the MH60R on Ship control and ONLY fire torpedoes on torpedo drop waypoints. If the helo is in it's dipping maneover, it's autopilot is prone to ditching the craft if it gets confused, getting the helo moving again and back up to 300ft before issueing further commands is highly recommended.

The autopilot has its limitations, so treat it gently. :)

TLAM Strike
03-16-06, 09:37 PM
I just noticed that the Seahawks will attack (with two torpedoes) with out user input (ASTAC or Nav Map). The only imput I had was telling them to fly to a point and dip (althogh they were already at 50 feet, which still can detect a subs while traveling at 100 knots) I also got a CTD when this happend but that could be unrelated.

LuftWolf
03-17-06, 12:38 AM
I just noticed that the Seahawks will attack (with two torpedoes) with out user input (ASTAC or Nav Map). The only imput I had was telling them to fly to a point and dip (althogh they were already at 50 feet, which still can detect a subs while traveling at 100 knots) I also got a CTD when this happend but that could be unrelated.

They will automatically attack MAD contacts (sometimes with two torpedoes, that is related to the Sim and is present with or without stock doctrines).

In terms of the dipping sonar detecting contacts while going 100kts while 50ft or lower, that should not happen with LWAMI 3.01 ever (at least they should not be promoted, they are detected [again that is related to the sim what I was working with...] but are dropped again immediately and so never make it to the link), so my guess is that the helo detected a hostile MAD contact and attacked it while also in the middle of entering a dipping maneover (the AI WILL classify MAD contacts hostile... I guess they are using Free-Fire Zones :know: ).

It's really tough to know exactly what's going on with this unless you are paying complete attention and know what the Truth data looks like... testing this was a bear and so many things didn't work the way I thought they would originally.

LuftWolf
03-17-06, 01:21 PM
Oh, and one more "undocumented feature" (but in a good way).

Amizaur's Anti-Casualty Modification to the AI torpedo behavior that allows the AI to set a ceiling when there is neutral and friendly surface traffic around that prevents their air dropped torpedoes from hitting surface ships applies to the FFG MH60 as well...

SO if you find a sub near some benign surface ships and you still want to waste him with your helo, go right head and set that torpedo drop waypoint, because your guys up front know what to do. :up:

(Don't be mad at me if SOMETIMES this doesn't work... like with supertankers and other deep draft vessles... using weapons around innocent people and friendlies is YOUR responsibility)

LuftWolf
03-18-06, 03:17 AM
You can find it now, at the CADC: http://www.orionwarrior.com/forum/showthread.php?t=17093 .

This update will also be availabe at www.subguru.com .

Here is the readme:

LuftWolf and Amizaur’s Weapons and Sensors Realism Mod v3.02
For DW 1.03 Build 367
SimHQ Reader’s Choice Poll “Best of 2005” Winner
Readme by LuftWolf

Thank you to Amizaur for his partnership on this project.

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

The purpose of this mod is, straightforwardly, to address the aspects of DW game-play that most bother its authors, while improving the simulation experience and fixing bugs, without introducing any new ones. Thank you in advance for downloading this mod. Please send as much feedback as you can via the dedicated thread on the www.subsim.com mod forum, http://www.subsim.com/phpBB/viewtopic.php?t=41581&start=0.

INSTALLATION: Backup your stock Database and Doctrine folders by copying them to a safe place apart from your DW directory. Unzip the file into your Dangerous Waters directory, allowing your unzip program to overwrite all files and install to the relative paths. The Database and Doctrine files will install to the correct directories automatically. NOTE: Saved games created with one Database and Doctrine set are not compatible with any other versions of the database, however, you can restore a previous version of the Database and Doctrine folders at any time to load saved games associated with that database. A separate zip containing helpful charts and graphs for the mod will also be installed to your Manual folder.

XX-Changes for LWAMI 3.02-XX

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

XX-Changes for LWAMI 3.01-XX

FFG ASTAC MH60 Loadout—In LWAMI 3.00, the ASuW loadout was incorrect and this has been fixed. Also, since we are unable to add two torpedoes to the Strike configuration such as for the player MH60, we have added an extra rack of four Hellfire’s, making the Strike Loadout now 8 Hellfire’s. Note: Although they are still called Hellfire Strike, they are capable of attacking ships and surfaced submarines, and will behave exactly like the player-fired Hellfire’s. The same fix that prevents Mavericks from homing on submarine below PD and damaging fully submerged subs has been applied to the Penguin and both Hellfires.

XX-Game Play Changes-XX

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

Torpedo Performance—Substantial improvements have been made to torpedo behavior.

1) Torpedoes no longer explode on countermeasures other than the Nixie Towed Decoy. KNOWN CHEAT: If a player drops two decoys at the exact same time, directly on top of each other, torpedoes will often explode on one of the decoys due to the way the fix has been implemented. If you watch the replay of your match, and you see a torpedo explode on a decoy, however, the decoy remains on the screen, your opponent has dropped two decoys on top of each other and the torpedo detonated on one. I recommend not playing with opponents who use this tactic. ;-) I know of no other circumstances when torpedoes will explode on CM’s using this fix. If you wish to use two decoys at the same time, spreading them out by a second or two will prevent this from happening.

2) The search pattern of snaking torpedoes has been reduce from 90 degrees forward arc to 60 degrees forward arc; AI torpedoes will randomly go left or right for their first sweep on snake or their search pattern for circle; AI torpedoes fired at submerged contacts will no longer strike nearby surface traffic by mistake; and the AI will now also sometimes fire torpedoes under layers at submerged targets.

3) Torpedoes now have seekers of unique quality and ping frequency, as previously all torpedoes were equally capable of detecting and tracking a target because they all shared a single seeker. The practical effect of this is to make high quality heavyweight torpedoes such as the ADCAP or UGST much more effective weapons individually than lightweight torpedoes such as the Mk50 or SUBROC’s or older out of date torpedoes. Please see the accompanying charts for details on the parameters of each playable torpedo seeker.

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


Passive Signature for Underwater Missile Launch—All sub-launched missiles now produce a very noisy transient when launched. The exception to this is the Harpoon, which is much quieter, simulating its launch from a canister which opens up once it gets to the surface, making it a better option verse the TASM than previously. You will not get any TIW warning when a missile is fired, but it will leave a strong trace on the broadband, especially the Western Waterfall, and will now sound like a Shkval while in the water.

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

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

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

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

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

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

XX-Specific Platform Changes-XX

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

Player FFG AI MH-60 Helocopter-DIPPING AND MAD CAPABLITY ENABLED-The AI MH60 for the player FFG has been given dipping capability and sensors. To order the MH60 to dip, assign a Fly-To waypoint where you want the helo to conduct a dipping search. When the helo gets to the waypoint, the helicopter will stop and descend to 45ft, at which point its dipping sensors will become active. To stop the dipping procedure, assign another waypoint and the helo will go back up to speed and go back to 300ft. The helo has an active dipping sensor (which of course can be heard on submarine active intercept) set at 45ft of depth. The helo also has passive sensors set at 45ft, 600ft, and 1400ft. All sensors are active at the same time. To compensate for this efficiency, I have reduced the sensitivity of the AI sensors on the MH60. The MH60 also now has and effective MAD that can reliably detect submarines down to 750ft of water depth and 1200m around the helo. The range of this sensor is increased somewhat over what is reported in real life to compensate for the imprecise waypoint control in the ASTAC interface. You can now set the MH60 to perform MAD pattern searches on its own by assigning multiple Fly-To waypoints over a search area. The MH60 will fly to each waypoint with its MAD sensor active. If the helo detects and classifies a hostile submarine on MAD, it will automatically attack it with a torpedo, provided it had not previously acquired the target using its dipping sonar. In terms of employing torpedoes in ASW, I recommend using Torpedo-Drop waypoints (as opposed to firing from the NavMap) while the Helo is under ship control to minimize interference with the autopilot. All three torpedoes, including the Mk54, can now be dropped using waypoints, with the Mk54 being the last torpedo used after the two Mk50’s. In regards to full Helo control while the FFG is under player control, I have not found this to be an effective means of utilizing the helo. Now that you can set the helo to do MAD searches or repeatedly ping an area, I recommend always keeping the helo on Ship control. When the FFG is in a mission under full AI control, the MH60 assigned to the platform will behave like an SH60B, the helo assigned to the FFG 7’s in real life, which has only sonobuoy and MAD capability. Known Issue: The fully AI MH60 when behaving like an SH60B for the AI FFG sometimes displays an odd oscillation when pursuing a contact. This is present using the stock DW doctrines, and I have been unable to eliminate it. It is largely only a cosmetic issue, although it sometimes slows down the MH60(SH60B)’s time on target. To be clear, this issue is only present when the FFG is NOT player controlled.


XX-Specific Weapon Changes-XX

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

SS-N-27 ASW—The missile range has been increased to 27nm and the torpedo payload has been changed to a MPT-1UE, which is a LWT with max range 13km at 55kts and max depth 650m.

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

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

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

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

Mk54 Torpedo-WEAPON ADDED- This weapon replaces the Mk46 for all playable platforms, as well as all American platforms equipped originally with Mk46 torpedoes (the ASROC is still a Mk46). All other non-American platforms retain the Mk46. The Mk54 is a Light Weight ASW torpedo with range 17km at speed 50kts with a max depth of 500m (less on the fire control presets), a seeker equivalent to the Mk50, and a lighter weight for better use in littoral conditions. Note: the load out and fire control screens will still show Mk46, but this weapon is actually the Mk54. The ASTAC screen will show Mk 54 Torpedo II, but this is a normal Mk54. The player FFG AI MH-60’s will fire this weapon now on the third torpedo drop waypoint, with the two Mk50’s being spent first.

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

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

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

Submarine Should Launched SAM’s—The seeker cones of all submarine launched SAM’s have been limited so that the player must aim the launcher carefully at the target before firing to ensure a lock. Also, the effectiveness of flares has been raised in general. My advice is to drop flares before you think the missile is going to be fired, because the best way to foil a shot is to prevent a lock on you, which the other player can’t do because there are too many flares in his way and his IR scope is all full. :)

SUBROC’s—These weapons will now be reliably on target with a small, intended random error. The AI is now particularly good with SUBROC’s and ASROC’s.

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

Spearfish—Range increased by 10,000m to 32km
Type 89—Increased range by 15,000m to 45km and given it ASuW capability.
APR-2E—range increased from 3.2km to 5km.

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

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

XX-Specific Sensor Changes-XX

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

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

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

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

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

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

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

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

Cable Length Modifications—The length of user-platform cables have been changed to approximate real-world lengths: SQR-19—5000ft, TB-16—2600ft, TB-23—2950ft, TB-29—3300ft, MH-60 Dipping Sonar—2550ft (same as stock DW 1.03), and Pelamida TA—2300/701m.

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

That's it! We hope you enjoy! Please let us know if you find any errors, would like to
contribute to a future release, or have any suggestions or comments. The place is http://www.subsim.com/phpBB/viewtopic.php?t=41581&start=0.

Happy Hunting.

LW


Cheers,
David

LuftWolf
03-18-06, 03:18 AM
And I've added MAD to the Helix. :)

Molon Labe
03-19-06, 02:34 PM
I'm sure it's been said already, but man, the helo dipping is so rad. The only drawback is that it's a little micro-managey, but man it works so well in the end.

I just played the Rough Riders custom mission where the Roosevelt strike group is barrelling north at 25 knots. I had both helos dipping ahead of the force, then the Akula launched (presumably) a Klub, which the Aegis ships dealt with easily. I established a 5 mile datum circle on the missile detection point, had the helos dip on either side of it, and bam, both the Akula and Kilo showed up on link and were taken pretty fast. No losses to force (even though a 65-76 was shot - we avoided).

Much, much easier to manage instead of trying to use the helos to do area sonobuoy searches.

RR 2 has the ships at only 15 knots; once LW/Ami took care of the active sonar bug there was no need to have the active sonars washed out. =)

Orm
03-21-06, 02:22 PM
Hi,

Can you use LwAmi 3.01 installer to install 3.02?

OneShot
03-21-06, 04:16 PM
Nope, but if demand is there I'll make an Installer for 3.02 ... I started the work already, but haven't gone on further because Luftwolf was not sure if he would put out an update or not.

Qppralke
03-21-06, 07:15 PM
Hi there.

I played a game today with six people included. All of them had LWAMI 3.0 installed.

I played Seawolf . The sonar abilities now are awesome.

Just one thing. I'm not sure if it's the MOD or the game.
I played once , a single player game with FFG - and I could not mark active sonar contacts . It happened again with Seahawk in multiplayer game.

Cheers

MaHuJa
03-22-06, 04:33 PM
LW, check your helo doctrines. Right now, a penguin attack seems to require going to point blank or something...

(Which was fatal to my helicopter.)

OneShot
03-23-06, 07:23 PM
The LwAmi 3.02 is now available in the Easy Installer version as well. Included in this version is the JSGME tool as well as a new Splash Screen to remind you every time you start DW that you are using the LwAmi Mod.

Grab the new installer and/or just the new Splash Screen at the CADC.

Orm
03-24-06, 02:52 AM
The LwAmi 3.02 is now available in the Easy Installer version as well. Included in this version is the JSGME tool as well as a new Splash Screen to remind you every time you start DW that you are using the LwAmi Mod.

Grab the new installer and/or just the new Splash Screen at the CADC.

Thanks OneShot, it will help a lot. :D

LuftWolf
03-24-06, 05:00 PM
Hi there.

I played a game today with six people included. All of them had LWAMI 3.0 installed.

I played Seawolf . The sonar abilities now are awesome.

Just one thing. I'm not sure if it's the MOD or the game.
I played once , a single player game with FFG - and I could not mark active sonar contacts . It happened again with Seahawk in multiplayer game.

Cheers

Make sure you upgrade to LWAMI 3.02! :)

About the active sonar, I'm not sure about that, as long as you can mark them in general or most of the time, then I'd say not a problem... the acoustic engine is very complex as is how it ties into the interface, sometimes things can get a bit wonky in certain games if the load and sync doesn't go exactly right.

I'm glad you are having fun. :rock:

Cheers,
David

LuftWolf
03-24-06, 05:21 PM
LW, check your helo doctrines. Right now, a penguin attack seems to require going to point blank or something...

(Which was fatal to my helicopter.)

I can't reproduce this problem, my MH60's are engaging at Max range.

I wouldn't be surprised of course if this were happening in some cases and with some combination of commands.

My advice is to treat attacking with the helo as a full time job and using Fly-To waypoints to properly line up the shot before giving the engage command. That is, don't rely on the AI to turn the helo towards the target, do that yourself and when the target is centered then give the command.

The MH60's should then fire when they are in range.

Cheers,
David

Hatch
04-08-06, 02:51 AM
You still don't get it, it ain't the MOD, the MOD can't help if the game came broken even before you installed it!!!

I move to ditch this thing and go play some Backgammon!!!

Who seconds the move?

LuftWolf
04-08-06, 07:22 PM
I think your opinion has no weight. :know:

jdh6403
04-18-06, 01:06 PM
what downloads, patches, mods do i hafta have to have DW up to date? im a noob and this realism mod sounds very interesting to me

LuftWolf
04-20-06, 11:40 AM
Well, make sure your game is patched to 1.03.

I'd recommend these mods from www.subguru.com .

All of finiteless stand alone sound mods both interface and ambient, kegerty's small fonts mod (linked from subguru on the downloads page), and LWAMI 3.02.

Enjoy! :)

Cheers,
David

drEaPer
04-24-06, 11:25 PM
Could you be so kind and put the new links into the first post?

Oh and what does "Edit: See 3/18" mean??

LuftWolf
04-26-06, 11:26 AM
It means that someone who jumped to the first post and has no idea what's going on should go the post I made on that date.

The link to the mod is in every instance of my signature on this and all the other subsim forums (shameless self-promotion). ;)