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View Full Version : LWAmi 2.03 effects on the FFG TA


timmyg00
01-18-06, 02:29 PM
I've not been keeping up with things DW as much as I used to, so please forgive me if this phenomenon has been discussed.

I'm running DW 1.01 plus LWAmi 2.03, and I have been testing the FFG's Towed Array down at AUTEC ( ;) ) against playable and other modern SSNs modeled in the sim.

Quite aside from the fact that the mod seems to render the FFG TA useless against these SSNs, I've found that marking low-to-moderate signal strength contacts in the TA Single Beam display is not possible. I've had several contacts that showed 3 visible frequency lines in the FFG TA Single Beam waterfall that I absolutely could not mark.

When I changed back to stock 1.01, I was able to mark contacts of similar strength immediately.

I could understand this behavior if the signal was very weak and the frequency line was faint, but the lines I held contact on were quite visible.

Has anyone else seen this happen?

Thanks,

TG

Kapitan
01-18-06, 04:48 PM
oh thats what the towed array is for ive been using it as a decoy for torpedos,

that and the nixi

LuftWolf
01-18-06, 08:47 PM
That's very strange.

I'm trying to remember, but I don't think anything at all was changed with the FFG TA up to 2.03. :hmm:

timmyg00
01-18-06, 10:57 PM
Quite aside from the fact that the mod seems to render the FFG TA useless against these SSNs, I should have qualified this remark by saying that this is when the SSNs are at patrol speeds... I haven't yet tested them at higher speeds.

I've found that marking low-to-moderate signal strength contacts in the TA Single Beam display is not possible. I've had several contacts that showed 3 visible frequency lines in the FFG TA Single Beam waterfall that I absolutely could not mark. This behavior seems intermittent now... I've run another test in which the frequency line was all but invisible, and was able to mark it instantly.

It's quite possible that this was a saved-game glitch - I created a test-range mission at AUTEC to familiarize myself with sensor capabilities using this mod; I'd run it for an hour or two and then save it to resume testing later. When I started the same scenario fresh, i could mark contacts instantly, as i described above. When i had trouble marking contacts, no numbers would appear in the waterfall... when I had no trouble, the little numbers were there.

TG

LuftWolf
01-18-06, 11:22 PM
timmy,

The way the sound level modeling in the mod relates to the stock game is as follows: they will generally be quieter when slow than in the stock game, and louder than the stock game when running fast.

The stock game from 101hf onwards has a rather anemic 10psl increase for sound for nukes at max speeds, the mod in most cases at least doubles the level of that increase and makes the increases specific for each platform, so overall, the subs will be at around as loud or louder as in the stock game when running at high speeds.

timmyg00
01-19-06, 10:31 AM
Thanks LW!

TG