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Linton
10-18-06, 04:20 AM
I believe there are currently two variants available.Which is the most up to date and bug free?

Molon Labe
10-18-06, 11:01 AM
3.02 is the flagship version, about the only issue with it are the helos occasionally crashing.

The 4.xx playtest is a very advanced version with a lot of new features. It doens't come with documentation, but you can find instructions of most of the controls here on the forum. In my observation, the homing functions Mk50s and Mk54s are a bit buggy. I think this version is fun to play with as it may well be the shape of things to come (a blessing, not a curse :D), but for competitive purposes I'd stick with 3.02 for now.

Linton
10-18-06, 11:37 AM
I have seen v3.02 and one with jgme?? after it.Which is the definitive version?

goldorak
10-18-06, 01:22 PM
I have seen v3.02 and one with jgme?? after it.Which is the definitive version?

Neither one, the only difference is the automatic installer/unistaller jgme.
So if you prefer automatic one click installation go with the lwami 3.02 jgme, otherwise go for the lwami 3.02 and install it manually.

LuftWolf
10-19-06, 09:32 PM
Mk50 and Mk54 are a bit buggy huh?

This is the first I've heard of this.

Email me with the details Ken. Thanks! (I don't frequent the boards commonly at this time... although I hope that changes soon)

Cheers,
David

Molon Labe
10-20-06, 10:34 AM
Mk50 and Mk54 are a bit buggy huh?

This is the first I've heard of this.

Email me with the details Ken. Thanks! (I don't frequent the boards commonly at this time... although I hope that changes soon)

Cheers,
David

I thought I emailed or PMed you awhile back. Lemme see if I can find my old message, if not I'll do the best my memory allows for.

GrayOwl
10-20-06, 08:13 PM
LWAMI 4.xx Doctrines work message:

Doctrine 'Torp5365' Completely does not work,
Doctrine 'Torp6576' - cruise speed only between 22-28 Kts...

Mistake Doctrine or mistake NavalSimEngine?:hmm:

LuftWolf
11-03-06, 10:59 PM
Those torpedoes work much differently now. If you haven't read the instructions, I doubt you'll get them to work. :)

Just a quick update on that very topic. I have reason to start working again on the LWAMI project, so expect to see a Pre-DW 1.04 Preview version of LWAMI 4.xx very soon.

ML has sent me a few bug reports that I'm going to work out, and I'm going to finally write a formal instruction manual on how to use the advanced torpedo controls.

Somewhere between what I want to happen and what I think will probably happen, DW 1.04 + LWAMI 4.xx will actually exist at some point in some form. I hope I don't have to scale back any of the torpedo controls... it's just that every time I think we've got a chance to make a "final version" of DW+LWAMI something else that sucks pops up.

Good thing this is a long term hobby, I've had a nice break, so perhaps it's time to be SCS's proctologist once more. Cock:|\\ ing...

Cheers,
David

Linton
11-04-06, 05:33 AM
Are all of the scenarios hosted by Bill Lwami compatable?

Molon Labe
11-04-06, 09:51 AM
Are all of the scenarios hosted by Bill Lwami compatable?

http://www.subsim.com/radioroom/showthread.php?t=92249

(http://www.subsim.com/radioroom/showthread.php?t=92249&highlight=lw%2Fami+work)

Driftwood
11-04-06, 05:50 PM
Those torpedoes work much differently now. If you haven't read the instructions, I doubt you'll get them to work. :)

Just a quick update on that very topic. I have reason to start working again on the LWAMI project, so expect to see a Pre-DW 1.04 Preview version of LWAMI 4.xx very soon.

ML has sent me a few bug reports that I'm going to work out, and I'm going to finally write a formal instruction manual on how to use the advanced torpedo controls.

Somewhere between what I want to happen and what I think will probably happen, DW 1.04 + LWAMI 4.xx will actually exist at some point in some form. I hope I don't have to scale back any of the torpedo controls... it's just that every time I think we've got a chance to make a "final version" of DW+LWAMI something else that sucks pops up.

Good thing this is a long term hobby, I've had a nice break, so perhaps it's time to be SCS's proctologist once more. Cock:|\\ ing...

Cheers,
David

That's great news LW! Sure hope SCS can deliver on 1.04........

Castout
11-04-06, 06:52 PM
This mod ver 3.02 undo the repair for clicking the Narrowband to get the DEMON display. After installing LWAMI 3.02, clicking narrowband display wont' let you see the DEMON display(This was fixed in official patch 1.03).

I love this mod. I think it's great. I hate the idea that countermeasures blow up the torpedoes. Pls get this mod tidy up to minimize bugs. Thx for the great work.

btw i've forgotten my username & password to this forum and the admin didn't recognised my email. So here i am starting all over again.

Dr.Sid
11-05-06, 04:03 AM
I seriously doubt that LWAMI could ever fix NB-demon problem. No version I had fixed it and I can't imagine how it could it could. LWAMI ss 'just' a database and doctrine mod, and this bug seems to originate in the code.

XabbaRus
11-05-06, 05:19 AM
It is not a bug, to get the DEMON display to work you have to designate a contact on BROADBAND FIRST if you designate your contact on Narrowband first they DEMON won't work.

YOu always see your contact first on NB because of the way the system works, so you either designate it on NB first to start your initial track, then when it becomes visible on BB you drop your NB tracker and redesignate on BB and you will get your DEMON display.

Sheesh this has been explained a hundred times.

sonar732
11-05-06, 09:23 AM
Please reference these definitions...

Broadband sources create acoustic energy over a wide range of frequencies, similar to a thermal source in electro-optics. Typical broadband sources are noise from either the propeller/shaft, flow noise and some propulsion systems. Noise from the propeller and shaft is generally at low frequency, meaning less than 1000 Hz. The rate of rotation can amplitude modulate the noise, and this propeller blade rate tonal noise can be detected and demodulated to measure the shaft or propeller blade rate.

Narrowband sources radiate within a small band about a particular frequencies, or class of frequencies. Typical sources are the various pieces of machinery found in every ship, including example, pumps, motors, electrical generation equipment and propulsion systems. When specifying narrowband sources, it is important to also specify the frequency at which it occurs.

Castout
11-06-06, 03:53 AM
These are fixes in patch 1.03
-------
FIXES:
-------
- Fixed the FFG throttle to properly correlate with a necessary propeller diameter change.

- The IR sensor that was previously assigned to the SLAM-ER was removed.

- Fixed a problem which was causing the sub motion model to dive more slowly than intended.

- Depths for the sonobuoys and dipping sonar have been adjusted to compensate for the more
realistic thermocline layer modelling.

- Fixed the FFG's AutoTMA which was not utilizing the various speed rulers effectively.

- Adjusted the AutoTMA's performance on "bearings only" solution so that it would obtain a
more reasonable solution over various time periods (i.e. few or multiple lines of bearing).

- Fixed an issue in the FFG Bridge that forcing the player to input an ordered speed twice to
obtain the desired speed.

- Corrected an anomaly in which a surface contact's signal would sometimes disappear and then
re-appear as its object center would be rising and falling with the ocean wave model.

- Fixed an issue which cause the client to never see the Host's platform in Multiplayer.

- Corrected an issue in which the AI-controlled diesel submarines were incorrectly operating on
diesel engines when it was not intended.

- Fixed a crash that was caused when the FFG wasn't accurately following the sync-ed Helo while
operating in REMRO mode.

- All torpedos were speeding up to 55kts despite the designated input by the player, this was fixed.

- Corrected an issue in the physics engine which causing the subs to dive/surface too slowly.

- Fixed a cheat on the Kilo where players' could mark a target even though it wasn't visible
on the BroadBand Sonar display.

-Fixed a problem where the Kilo Demon was not showing data when the initial tracker/contact was
assigned in Narrowband instead of Broadband (which the Demon data is derived from).

- Fix provided for the MH60 Dipping Sonar (Active mode) in which any ping emitted was not heard by
other players in multi-player.

- Fixed a problem with the Ming class submarine which had incorrect torpedo launcher orientation.

- Corrected a crash caused by loading certain password protected missions.

- Made a small enhancement which prepends the mission time to each report.

- Fixed a minor problem in which a "Steady On Course" crew report would be played immediately after
the player inserted an initial waypoint.
__________________________________________________ ____________________
The blue marked lines is the one i'm talking about probably. I tried it after patching to 1.03 i think it was the Kilo and the bug was gone. I assigned the thing in narrowband and got demon display for it. But i thought it was for every other submarines as well. My mistake. I'll try installing LWAMI again.

Just tried it with patch 1.03 and LWAMI 3.02. In both cases DEMON display didn't show up when track is assigned from the narrowband. Okay i guess it's not LWAMI's mistake which is good indeed. Okay i'm in for LWAMI. I think for as long as I got DW. But I still it's rather inconvenient to have to switch back from narrowband tracker to broadband tracker to get the DEMON display.

Castout
11-06-06, 04:16 AM
Please reference these definitions...

Broadband sources create acoustic energy over a wide range of frequencies, similar to a thermal source in electro-optics. Typical broadband sources are noise from either the propeller/shaft, flow noise and some propulsion systems. Noise from the propeller and shaft is generally at low frequency, meaning less than 1000 Hz. The rate of rotation can amplitude modulate the noise, and this propeller blade rate tonal noise can be detected and demodulated to measure the shaft or propeller blade rate.

Narrowband sources radiate within a small band about a particular frequencies, or class of frequencies. Typical sources are the various pieces of machinery found in every ship, including example, pumps, motors, electrical generation equipment and propulsion systems. When specifying narrowband sources, it is important to also specify the frequency at which it occurs.

Thx man. Now i can be at peace :D.

XabbaRus
11-06-06, 04:17 AM
That's just the way it is on real subs.

Molon Labe
11-06-06, 08:29 AM
T

-Fixed a problem where the Kilo Demon was not showing data when the initial tracker/contact was
assigned in Narrowband instead of Broadband (which the Demon data is derived from).
__________________________________________________ ___________________
The blue marked lines is the one i'm talking about probably. I tried it after patching to 1.03 i think it was the Kilo and the bug was gone. I assigned the thing in narrowband and got demon display for it. But i thought it was for every other submarines as well. My mistake. I'll try installing LWAMI again.

Just tried it with patch 1.03 and LWAMI 3.02. In both cases DEMON display didn't show up when track is assigned from the narrowband. Okay i guess it's not LWAMI's mistake which is good indeed. Okay i'm in for LWAMI. I think for as long as I got DW. But I still it's rather inconvenient to have to switch back from narrowband tracker to broadband tracker to get the DEMON display.
Note the word "initial." The bug that was fixed was the bug that was keeping players from getting DEMON info on a BROADBAND contact that had been INITIALLY marked in NARROWBAND. Prior to the fix, the Akula (I think they fixed it for both it and the Kilo) had to completely drop the track and have a new tracker assigned. Now, the most you should have to do is drag the old tracker off and put a new one on in NB.

Jamie
11-06-06, 09:37 AM
Good thing this is a long term hobby, I've had a nice break, so perhaps it's time to be SCS's proctologist once more. Cock:|\\ ing...
So that's what that cold sensation was... :shifty:

LuftWolf
11-06-06, 05:39 PM
Sometimes the truth is cold and hard. :hmm:

PS For those of you spectating this, we're just kidding around folks...

LuftWolf
11-06-06, 06:01 PM
Ok, here's a comprehensive plan that we can both go by.

The transition from 1.03 to 1.04 for LWAMI is going to be bit tricky this time around, even for LWAMI 3.02.

So here's what I'm going to do.

1) Document the currently available LWAMI Playtest, make minor updates to torpedo controls, and rerelease for DW 1.03. Expect this in the next week. I really need you guys to help me test this thoroughly. It has been out for some time, but only a few eyes have seen it...

2) Update LWAMI 3.02 to LWAMI 3.03 with ASuW capable SLAM-ER and some helo a/c fixes as the final LWAMI version for DW 1.03 and prepare for update to DW 1.04.

3) Evaluate the final DW 1.04 version released to the public.

4) Update LWAMI 3.03 to DW 1.04 format and publish it as the *final* version of LuftWolf and Amizaur's Weapons and Sensors Realism Mod.

5) Update the working version of LWAMI 4.xx to DW 1.04 format, make major additions, and release as a playtest for community feedback. This may take several steps to get right. I really don't know how my doctrines are going to work with the new engine across a wide variety of play conditions. I may have to take things out, I may have to add things. I think we can all have some fun with this part.

6) Release the public version of LWAMI 4.00, entitled (drumroll please...) Dangerous Waters Flight II: ADvanced CAPabilities Modification, or DWF2... or whatever.

So, that's the basic outline of what's going to happen, although the actual timing and process depends a lot on the development course of DW 1.04.

Cheers,
David

Linton
11-06-06, 07:35 PM
Luftwolf why is the next version going to be the final one?

LuftWolf
11-06-06, 08:44 PM
It's really just a matter of accounting. :)

The mod known as LuftWolf and Amizaur's Weapons and Sensors Realism Mod is going to be finalized so that others can take the LWAMI 3.xx database and utilize it to create their own mods, or perhaps as a database that can be customized for a particular mission set or campaign. I personally feel that the LWAMI 3.xx database and doctrine set is so much better than the stock database and doctrine set that it seems only fair to allow others who want to mod or make advanced missions that require database and doctrine editing to be able to use the most bug-free version of the game possible for their efforts, rather than have to solve the same stock-related problems that Amizaur and I have been busting for a year and half.

In addition, this will allow us to take more risks with the LWAMI 4.xx mods. The original LWAMI mod was primarily intended to fix the issues that Amizaur and I found negatively impacted the game experience without radically altering the game experience. It was really a refinement project, to bring DW in line with how we thought the game should have been boxed and shipped for retail.

DWF2 will be more of a traditional mod product... we hope to add major aspects to game play, and take greaters risks in terms of specializing the product for the most hard-core gamers. I fully expect a significant number of people to prefer the game without the advanced torpedo controls, particularly in MP, and so those people will be able to stay with the LWAMI 3.xx mods, where other players who prefer more complex gameplay can move to the LWAMI 4.xx mods.

One complaint I have had through time here is that, mostly due to the nature of DW itself, the mod projects have always been fairly centralized in terms of how many people actually work on them, as opposed to say the SHIII community. I hope that having a good version of the game with an open invitation to mod will lead to things like period mission packs with Cold-War databases or perhaps sci-fi extensions that will add near-future weapons and platform abilities to the game.

There's a lot that can be done that simply has not.

Cheers,
David

Castout
11-07-06, 04:46 AM
I got another question regarding LWAMI mod.
Just tried firing 2 56KE wake homing torpedo. firing depth at 45m. Running depth default 12m. Speed one set for 45kt the other for 40kts. When I turned on the show truth,
those two torpedos were seem to be running quite slow(no cavitation). No change of speed after becoming active either. Is this okay? No cavitaion running at 45kts at 12 m depths? Someone would please explain? thx

LuftWolf
11-07-06, 04:01 PM
Which version of the mod were you using?

LWAMI 3.02 actually makes no changes to the physical function of wakehoming torpedoes.

If you are using the LWAMI 4.xx Playtest then here are the instructions for using the 53-65 and 65-76 wakehoming torpedoes.


Here are the implimented features of the 53-65 variants.

The 53-65 is a hydrogen peroxide powered anti-ship wakehoming torpedo capable of 11.87nm @ 45kts and 8nm @ 55kts. The torpedo has a maximum operational depth of 200m, below which the torpedo will fail, however, its engine is unable to provide sufficient propulsion to move the weapon near that depth. The maximum speed of the weapon increases linearly from 0kts at 200m depth to 55kts at just under the surface.

The controls are as follows. The Floor sets the preenable depth of the weapon and the SearchDepth sets the depth the torpedo will move to after enabling. The Ceiling is automatically set to 3m regardless of preset. If the player sets a SearchDepth deeper than 10m, the SearchDepth will automatically be reset on launch to 10m. The Speed setting selects the thottle setting for the weapon for the duration of its run. This weapon cannot change its throttle setting after launch and has a minimum set speed of 45kts (so any value lower than 45kts on the firecontrol is reset as 45kts when fed to the torpedo on launch).

So, effectively, you can use the floor setting to run the torpedo out deep before enabling, however, keep in mind the torpedo has a very limited speed and range when used like this. This torpedo originally entered service around 1965, so its effective envelope is not great when used outside of its design intention.

Here are the implimented features of the 65-76 "Whale".

The 65-76 is a hydrogen peroxide powered anti-ship wakehoming torpedo capable of 52nm @ 30kts and 27nm @ 50kts. The torpedo has a maximum operational depth of 480m, below which the weapon will fail, with a maximum sustained speed of 7kts at max depth. The maximum speed of the weapon increases linearly from 7kts at 480m to 50kts just below the surface.

The controls are as follows. The Ceiling is always set at 3m regardless of the preset depth, the SearchDepth sets the depth at which the weapon will travel when it enables, and the Floor selects the preenable depth. The Speed setting selects the throttle setting of the weapon.

The weapon has two additional options selectable with the Acoustic Mode and Search Pattern buttons (still in the interface from the stock game where the 65cm torpedo is designed as a multipurpose wireguided torpedo...). If Passive Mode is selected at preset, the torpedo will maintain its preset throttle setting for the duration of its run, just like the 53-65; however, if Active Mode is selected, the torpedo will set Max throttle when it enables. If Snake search is selected, the torpedo will travel at its preset Floor depth until enabled at which time it will go to SearchDepth, just like the 53-65. If CircleSearch is selected the torpedo will travel at Floor depth with its max throttle speed set (regardless of the Active/Passive speed-up-on-enable selection) and then when it reaches 1/3 of its RunToEnable distance, it will pop up to the SearchDepth and set the throttle selected for by the preenable speed, and the torpedo will not enable until it reaches its RTE distance(at which time the selected enable speed selected for by the Active/Passive preset will be applied as usual).

This last feature allows the user to fire the torpedo under a layer for enough time to clear the datum while maintaining the ability to have a long range option with a lower speed setting, without making the torpedo move at 20kts while deep for the whole duration of its preenabled run. ;)



Cheers,
David

Castout
11-08-06, 01:38 AM
Yeah it's not a bug. It's just like that from the stock version. I guess i should have playtested first before i yelled a bug. Sorry. Great mod Luftwolf. Thx. Oh i use 3.02.