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-   -   Patch Suggestions (Monitored by Sonalysts) (https://www.subsim.com/radioroom/showthread.php?t=78264)

LuftWolf 06-01-06 07:09 PM

Aircraft launches can be scripted at the doctrine level, just no doctrines currently use this function, although LWAMI will probably change that sooner or later.

LoBlo 06-01-06 07:41 PM

Quote:

Originally Posted by LuftWolf
Aircraft launches can be scripted at the doctrine level, just no doctrines currently use this function, although LWAMI will probably change that sooner or later.

I didn't no that.

What's the doctrine command for "launch"?

LuftWolf 06-01-06 07:48 PM

Launch "<value>" where value is the name of the aircraft to be launched.

Sea Demon 06-01-06 08:45 PM

This is a fix/update I'd like to see for the FFG. When using the FFG, and using "Show-truth" OFF, I would like the AI to make a better determination as to what the contact is evaluated as. For Example:

1. In the Weapons Coordinator or Weapons Control Station, I often try to evaluate a radar contact as a missile or aircraft, but the AI (operator) shows it as a neutral surface vessel coming at me at 580 knots. :down:

2. So even with Show-truth OFF, I'd like a better AI contact evaluation to make the tactical picture less confusing. I don't think there are many cargo ships capable of 500 knots, so the contact should be evaluated as either aircraft or missile. Defintely not shown as a surface ship.

Thanks for reading.

LuftWolf 06-01-06 09:00 PM

You can prevent this, I believe, by turning off your surface search radar when there is a vampire incoming.

Although it would be nice if the air search radar automatically overrode the surface search radar.

PS For LWAMI4, I may edit the detection altitudes of the Surface and Air search radars to prevent so many false classifications. Surface skimmers would definately still be suseptible to this, but I don't so much mind that better missiles are harder to shoot down.

Lupuscanis 06-01-06 11:59 PM

OK, I'm surprised no one has mentioned this before but can we please get the heading indicator on the waterfall set correctly? This would be the solid line superimposed on the waterfall. What I'm seeing when looking at the Sphere's array is the line through the baffles. This is 180deg out of position. Same with the towed array, the line is in the middle of the waterfall indicating toward the stern of the sub, not the bow. I've seen this in the Seawolf sim put out by sonalyst, and thought they'd catch it.

SKeeM 06-02-06 11:02 PM

Why dont you use the big thick black line that repreasents your true course in the TA window and 180 from true in sphere window like the rest of us? I dont even think twice about were I am going.

Lupuscanis 06-03-06 12:53 AM

Because I'm used to using it the correct way from the real thing, and when I play this I get all turned round backwards lol! I like to see that I'm either heading towards a contact or away from it. Besides is it something really that hard to change?

Titigel 06-03-06 11:42 AM

hi everybody...Good to be back
I have to add a little comment here. The SA N 8 behaviour is more realistic than the stinger's. You'll see it is somewhat harder to hit with the SA N 8 than with the stinger.

Titigel 06-03-06 12:46 PM

Two points I think require some attention.
First, in some cases weapon stats have been underated or overated. For example, most of the times (arguably all of the times) you can avoid a type-40 torp with a 688i class sub simply by running away from it. Also, the 65cm torpedo should have (as in reality it does) a greater range. The range of the ADCAP varies with speed, as well as the 65 cm torpedo.

Second, the maximum speed of the 688 subs is 30-32 Knots. You'll never see them going 34 or 35, their test depth is 300m and collapse depth 450 meters.

A very good introductory text on naval weapons engineering can be found at:
http://www.fas.org/man/dod-101/navy/...0/syllabus.htm

LoBlo 06-03-06 06:05 PM

Can we have more access to the "AttackBest" and "FireBest" logic?

Its such a intergral part of the doctrine and being able to understand it would allow some better modding efforts. Especially in the since of trying to improve aircraft behavior.

http://www.subsim.com/radioroom/showthread.php?t=93941

thx
lb

ps) Its unprecedented, but if some of the game programmers would stop by from time to time in the mod workshop to drop tips and hints in our efforts it would be nice. Perhaps create a login that doesn't reveal your a SCS DW programmer if you want to remain anonymous.

LuftWolf 06-04-06 11:15 PM

LoBlo... the logic is set entirely by the parameters in the database. You have total control from there.

Also, you can use the command Attack "<WeaponName>" instead of AttackBest and FireBest, but you have to create a unique doctrine for every platform you want to use that command.

Yes, I wish Jamie would stop over again at some point.

shift-E 06-08-06 02:29 AM

Patch suggestions
 
How about some kind of video return ("blips") on the radar consoles (ASTAC/Weapons) for contacts, sea state, weather, and geography? This could help corroborate Link/ES tracks without such an unrealistic dependence upon TMA for doing the same thing.

Likewise, range rings on those displays would also be nice.

kage 06-09-06 02:08 PM

Quote:

Originally Posted by shift-E
How about some kind of video return ("blips") on the radar consoles (ASTAC/Weapons) for contacts, sea state, weather, and geography? This could help corroborate Link/ES tracks without such an unrealistic dependence upon TMA for doing the same thing.


At least for landmasses, I use markers (point on the map, press enter) along the shorelines. The markers show up in those displays.

shift-E 06-09-06 07:45 PM

thanks, Kage.

Actually, after I posted, I noticed that the Astac radar console does, in fact, provide video return for land masses. Seems to me it'd be easy enough to patch that over to Weapons, at least when Surface radar is activated.

... and I contend that both weapons consoles ought to provide some sort of radar return for surface/air contacts, much in the way that this is supported with active sonar. I realize that this is primarily an ASW game (produced by Sonalysts, not Radalysts), but let's give some of the above-the-waterline sensors the same realism.

If nothing else, it could help spot sails/periscopes during lookout low-visibility.

One other suggestion re: modelling. The CIWS mount model has no ammunition drum (under the gun/between the "legs" of the mount; and since the CIWS is capable of being assigned and engaging surface targets, it should be modeled on CIWS Block 1-B, which has a camera/FLIR affixed to the side of the radome, and a barrel stabilizer extending from the barbette to about halfway down the barrels. All three can be seen here:

http://upload.wikimedia.org/wikipedi...alanx_CIWS.jpg

I might be being a stickler here, but with the degree of detail the modelers already went to (including the RADHAZ and yellow warning stickers on the legs -- NICE TOUCH!!), I figured they'd model the essential parts of the mount correctly.

Perhaps the camera/FLIR could be added to the Camera views as well.


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