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-   -   Requests for Upcoming LWAMI Patch (https://www.subsim.com/radioroom/showthread.php?t=121071)

Molon Labe 12-22-08 01:12 PM

Okay guys, we are now in the "wrapping up" phases of 3.09. Sorry for the long wait, and thanks for your patience.

a quick update from the changelog:

Quote:

Skjold PCFG
Warrior PCFG
NSM (naval strike missile)

NR-1
Ben Franklin
Skipjack
Sturgeon
Permit (Thresher)

Stalwart TAGOS
Victorious TAGOS model

SA-2 site, missile, radar
Scud Launcher (Scud missile not yet functional--needs new ballistic doctrine)
Sub Drydock (&full)

active sonar SLs rescaled
(FFG can detect kilo from bow aspect at or near USET/YU-8 No-escape range in
littorals (BL, mud). It is very easy to detect a Kilo-sized sub (and larger)
in ducting conditions, and very difficult to detect a Kilo-sized subs (and
smaller) in BL+sand. SSNs in the 5000-9000 ton range should show up further
out than a Kilo, but not yet at max display range in the littorals.
Torpedoes and mines will no longer reliably appear on active sonar; you will
need to use HFS to hunt mines.

SLMM, Mobile mine PSLs reduced to levels comparable to D-E subs.

Coastal batteries (used SSM model)
Brahmos
Moskit
C802
Exocet

Land based objects given IR SL
ASROC range increased from 5 to 15nm
LCAC given a PSL

SS-N-15 equipped on Neut, Kirov
Udaloy II added (unfortunately still has 2x gun mounts)
COMSAT (not yet functional)

Small reduction of sensitivity to 688I and SSN21 active sonar. (This
adjustment plus the active sonar rescaling means these SSNs can no longer
reliably use active sonar to detect and kill SSKs from standoff range).
Also... If anyone has a working Ballistic doctrine they'd like to give us, I'd be happy to add Scuds and SLBMs. It would take another day of work or so, but I think it would be worth it.

Hitman 12-22-08 03:22 PM

Ouch...do I have some more days to send you the final version of the Kilo scope?

The improved binoculars are ready, it's the scope I can't find the reticle I definately like. I have even a picture of a real Kilo reticle :D but unfortunately the game crappy resolution (800x600) doesn't allow spacing the lines as they should be, so they can work as quick stadiameter as intended :damn:

Molon Labe 12-22-08 03:58 PM

We still have a few days, yes. Oneshot won't be doing an installer package until after xmas, and TLAM may still have some goodies for us. I'm kinda holding out for LW or someone to get back to me about the Ballistic doctrine too...I really want that Scud (or perhaps I should call it a Shahab). ;)

TLAM Strike 12-23-08 03:29 PM

Quote:

Originally Posted by Molon Labe
We still have a few days, yes. Oneshot won't be doing an installer package until after xmas, and TLAM may still have some goodies for us. I'm kinda holding out for LW or someone to get back to me about the Ballistic doctrine too...I really want that Scud (or perhaps I should call it a Shahab). ;)

I've been having some major computer upgrade headaches but that seems to be behind me now (assuming my new GMAX code works). So I'll try and finish up my 3D models nearing completion and post them to my FTP on the CADC (which several ships are already there in 3ds form) I'll also try and convert all my finished models to .j3d

Molon Labe 12-23-08 03:47 PM

Quote:

Originally Posted by TLAM Strike
Quote:

Originally Posted by Molon Labe
We still have a few days, yes. Oneshot won't be doing an installer package until after xmas, and TLAM may still have some goodies for us. I'm kinda holding out for LW or someone to get back to me about the Ballistic doctrine too...I really want that Scud (or perhaps I should call it a Shahab). ;)

I've been having some major computer upgrade headaches but that seems to be behind me now (assuming my new GMAX code works). So I'll try and finish up my 3D models nearing completion and post them to my FTP on the CADC (which several ships are already there in 3ds form) I'll also try and convert all my finished models to .j3d

W00t!

TLAM Strike 12-27-08 11:26 AM

@ML: Ok here are all the models I was able to finish up on X-Mas day to this morning. They are already in .j3d format but a few have caused CTD in DWedit, do you know a work around- maybe imput the new name but not install it in the 3d.grp?

http://www.commanders-academy.com/tl...j3d_models.zip

EDIT: This zip contains:
USS Seawolf SSN 575
AA-2 Advanced Atoll
AA-3 Anab
AA-5 Ash
AA-7 Apex
AS-5 Kelt
China Cat PTG (Iran)
Contaner Ship
Argintine Land Based Exocet Launcher
Russian FAB 1500 GP Bomb
Guppy Fleet Snorkel
Guppy Canadian
Guppy III
Guppy Puffs EB and PM sails
Guppy SSG
Guppy SSK Eb and PM sails
Houdong PTG
IL-28 Russian, Generic and PLAN
Koltin and SAM Koltin
Halifax class FFG
MiG-23 Russiand and Desert
Riga Frigate
SA-5 Gammon
Turya Hydrofoil torpedo boat
Whiskey SS and SSG

Molon Labe 12-27-08 12:58 PM

Me? know model workarounds? I'm the guy you had to explain every little detail to about using cmputil and writing bats, etc. :p

TLAM Strike 12-29-08 03:31 PM

Uploaded a new verson of the file. I made a goof in converting the models causing the waterline to be at the keel.

Molon Labe 12-29-08 05:58 PM

Lemme know when you've got everything you want for the package.

By the way, I've made a few minor DB edits since the last one I sent. The ASL scale, optimized for vs. FFG active, had an unexpectedly dramatic effect on torpedo seekers, so I bumped them all up across the board. And I got the COMSAT thing working as well as the sim engine will ever allow it to. ****ing hardcaps are in the engine too, not just the DB.

TLAM Strike 01-04-09 01:46 PM

Quote:

Originally Posted by Molon Labe
Lemme know when you've got everything you want for the package.

Unless there is any problems with the lattest files go with them. DOn't wait for any new models, lets just save them for LWAMI: The Next Generation.

XabbaRus 01-04-09 03:06 PM

How about some screenshots?

TLAM Strike 01-09-09 12:37 PM

I just oploaded a slighty modified verson of the j3ds I fixed one of the minor glitches with the Whiskey model.

As for screen shots don't have any of the models in DW but here are a few of the models in 3dsmax:
http://www.commanders-academy.com/tl...wolf%20575.JPG
http://www.commanders-academy.com/tl...0Hydrofoil.JPG
http://www.commanders-academy.com/tl...ke/Whiskey.JPG
Note: not the fixed verson of the Whiskey^
http://www.commanders-academy.com/tl...ong%20PTFC.JPG
http://www.commanders-academy.com/tl...tlin%20SAM.JPG

Molon Labe 01-09-09 12:42 PM

LW says he's doing to take a stab at the ballistic doctrine this weekend. Hope we get something useful out of it. :D

Caseck 01-10-09 06:56 PM

You guys rock.

Molon Labe 01-31-09 04:32 PM

We're getting an installer ready.

Quote:

Originally Posted by Preliminary 3.09 Readme
LuftWolf and Amizaur痴 Weapons and Sensors Realism Mod v3.09
For DW 1.04 Build 378
SimHQ Reader痴 Choice Award Winner
Readme by LuftWolf and Molon Labe

Thank you to Amizaur for his partnership on this project.

Graphics updates imported by XabbaRus, TLAM Strike, and Molon Labe. Model credits are provided in an included file.

Thank you to Kegetys for providing his Font and Texture Mods, credits are provided in an included file.

Thank you to OneShot for extensive logistical support.

Thank you to Sakura for his fixes to oil rigs and downed pilots.

Thank you to Fer De Boer for the COMSAT mod.

Thank you to Hitman for his improved Kilo periscope and binoc reticules.

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

All database editing was done with DWEdit by Ludger, without whom this mod would not have been created.

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/radioroom/showthread.php?t=83132 .

TO INSTALL: Run the self-extracting .exe installer and follow the on-screen installer prompts. After installation, enable LWAMI using the JSGModEnabler.

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. Saved campaigns are associated with your player profile and are not affected by game or database version. Please note, the charts and graphs previously included with this mod are now out of date, and will be updated in a separate release.


XX-Changes for LWAMI 3.09-XX

BUG FIXES
The sub-launched ASCM/CIWS bug has been corrected by sacrificing TIW alerts for sub-launched antiship missiles. Strike missiles, SUBROCs and the SS-N-22 retain the TIW alert (and the CIWS bug). The SS-N-27 ASM retains the TIW also, as only the 1st stage of the weapon suffers from the CIWS bug; the terminal stage is engaged normally. The weapons chosen to retain the TIW alert are those which are unlikely to be successfully engaged by the CIWS, and thus having the TIW alert is more important for the FFG driver.

A new helo dipping doctrine is used to reduce the frequency of helicopters pinging during takeoff/landing.


NEW OBJECTS

LWAMI welcomes the following navies (in part) to the world of DW: Canada, Chile, Italy, The Netherlands, Norway, Singapore, South Africa, and Sweden!

Subs: Alfa, Valiant, Oyahsio, Scorpene, Challenger (Sjoormen), Yushio, Oberon,
Sauro, Charlie I and II, Delta III, Gotland, Hotel, Le Triomphant, Mike, November,
Romeo, Swiftsure, Ula, Vastergotland, Virginia, NR-1, Ben Franklin, Skipjack,
Sturgeon, Permit (Thresher)

Ships: Whidbey Island, Hauk, Skjold, Stalwart, Kidd, Udaloy II

Installations: SA-2 Site, Spoon Rest Radar, SCUD Launcher (full and empty; NOT
functional at this time), sub drydock (empty and full), SSM Batteries (Brahmos,
Moskit, C802, and Exocet)

Torpedoes:
DM2A3 (35kts/20km), Black Shark (50kts/40km),FFV Types 613 (ASUW, passive, 45kt/15km) and 431 (ASW, A/P, 30kts/20km), Mk 48 (early) (55kt/38km), A-184 (36kt/12km)

Missiles:
SS-N-7, SS-N-9 (sub launched), SS-N-21, SA-N-3, SA-2, NSM, BrahMos, Gabriel

Aircraft:
COMSAT (The COMSAT is meant to be an omnipresent ESM source. To use, position the COMSAT about 200nm from the action at an altituve of 99,000ft; assign it an adequate speed and put it on a barrier or perimeter box tactic such that its bearing will not change relative to platforms in the mission area. Mission designers may use this object to allow playable units (not using autocrew) to trigger scripts, among other uses.)

Other:
DownedPilotBeacon: This object supplements the regular Downed Pilot; it does not replace it. DPB contains a "distress beacon" sensor that will appear on ESM. Mission designers now have the option to use either object (or better yet, can use both to simulate the beacon being activated at a time of the designer's chosing).



OBJECT EDITS
Sakura-mod fixes have been implemented to the Oil Rig. The Oil Rig is now treated as a civilian vessel in the mission editor (and will appear as a ship rather than a land-based entity on NAV). Any use of the Oil Rig should be in a 0-current, 0-wind zone to prevent the rig from drifting. These edits allow the oil rig to be targetable by SSMs.

Active Sonar SLs have been rescaled based on the mass of the sub and the presence of anechoic tiles. The primary impact of this change will be on very small SSKs (<2000tons), which will be harder to detect with active sonar and more difficult for torpeodes to acquire. Values for medium sized subs are about the same, and higher for larger subs.

Active Sonar SLs for mines and torpedoes have been sharply reduced. MF Active sonar is no longer effective for minehunting; HF active sonar must be used.

Active sonar sensitivity for the Seawolf and 688I have been reduced slightly to make performance more comparable to that of surface ships and to make standoff Kilo hunting somewhat less practical.

SLMM and Mobile mine PSL reduced to be comparable to D-E subs.

DM2A4 Torpedo has had its stats adjusted (de-nerfed from DM2A3 values); 50kts/45kyd

USET-95 torpedo speed and range adjusted to 30kts/14kyd.

SUT torpedo edits: 35kts/13.4km

ASROC range extended from 5 to 15nm

Land Based objects given IR SLs.

Bear's tailgun now faces aft instead of forward.

Pillboxes now have an SA-14 launcher. Beware.

Spruance DD ESSM launcher position adjusted so that the missiles are no longer launched from underwater.

Russian SAM effectiveness ratings have been adjusted:
SA-N-1: 30
SA-2: 40 (not anti-missile capable)
SA-N-4: 30
SA-N-6: 60
SA-N-7: 40
SA-N-9: 75
SA-N-11: 65
These values (except for the SA-2) are meant to represent anti-missile percentages, rather than anti-aircraft, because their usual use in DW is anti-missile. Note that the previous value for the SA-N-9 was 100, so some ships once thought to be invulnerable to missile attack are now just very hardened.

Noteworthy Loadout changes:
Type 206: DM2A3 has replaced DM2A4
Grisha: USET-80 has replaced UGST
Neustrashimyy and Kirov now fire SS-N-15s from their torpedo tubes
Yugo SSM: SET-65 has replaced the ASW torpedo previously carried
Rajput DDG: Styx replaced with Brahmos

NEW DAMAGE SCALING
The damage/armor values for all subs, ships, missiles, and torpedoes has been adjusted. This new scale is meant to correct serious realism errors in DW (e.g., Perry frigates surviving hits from AS-4 Kitchen missiles). The new values are the result of formulas extrapolated from instances of naval weapons use. While by no means perfect (there is a significant amount of variability in real life battle damage, while DW only accepts fixed values), the new values will produce results comparable and consistent with historical engagements and can therefore be considered to be reasonable estimates of typical effects of other weapons. The formulas used are:

Missile Damage= (Explosive damage + Kinetic Energy Damage)* (Flight profile factor) Explosive Damage= (Warhead type Factor)*(1.528*Warhead Mass-.013*Warhead Mass^1.52)
Kinetic Energy Damage= .5(weapon mass*weapon velocity)^2 *.000000102297
Flight Profile Factor= 1 for seaskimmers, .75 for highdivers (abstracted difference in flooding effects)
Warhead Type Factor=1 for penetrating high-explosive, .75 for HEAT, and .33 for fragmentation
In plain English, this means a missile's damage is higher the bigger the warhead (but, with diminishing marginal returns as warhead size increases) and also is higher the more massive and fast the missile is. Hits by seaskimmers do a bit more damage b/c they cause flooding, and sub-optimal warhead types (like on SAMs) get sub-optimal results against warships.

Torpedo/mine Damage= Exlposive Damage * UTK Bonus
Explosive Damage= 3.149*Warhead mass-.0487*Warhead mass^1.55
UTK Bonus= 1.4
At this time, the UTK bonus is implemented only for the 65-76 and underwater mines. This has been done simply to error on the side of making less radical changes. (Note: The mobile mine has been removed from the scale to avoid significant area-damage effects the game engine produces for proximity-detonating weapons.)
In plain English, these numbers mean that the larger the warhead, the greater the damage, but there is a diminishing marginal return as warhead size increases.

Ship/Sub Armor ratings
Armor ratings increase with displacement. Vessels which are not surface combattants have a lower armor value than combattants of equal size.
Approximate values:
FACs (6t): 30
PTGs (250t): 120
Corvettes (1300t): 350
Frigates (3000t): 450
Destroyers (5000t): 600
Cruisers (10000t): 900
LSDs (16000t): 900
Light Carriers (18000t): 1000
Auxiliaries (22000t): 400
Supercarriers (97000t): 2000

Merchants: 150-450

Small SSKs (500t): 60
Large SSKs (2000t): 70
Small SSNs (5000t): 90
Large SSNs (9000t): 120
Large SSBN (15000t): 150
Typhoon: (33800t): 360

Approximate Weapon values:
MR SAM: 45
Light ASM/SSM (e.g. Hellfire): 30-60
Medium ASM/SSM (e.g Mav-F): 140-170
Seaskimming ASCM (e.g. Exocet, Styx): 225-450
Heavyweight ASCM (e.g. Sunburn, Kitchen): 515-1066

LWT: 95-250
HWT: 450-600
65-76: 1226

KILO RETICULE MOD by HITMAN
This mod is included in the 3.09 package as an optional add-on. Separate documentation is included.


KNOWN ISSUES:
The props on some of the new PTGs do not rotate.

The guns on the new PTG's do not have a rotation animation (but they will rotate and fire in the sim normally).

The BrahMos on the Rajput fires to the aft due to the design of the model; in reality, these weapons are forward firing.

The Udaloy II retains the twin gun mounts of the Udaloy I; in reality, a single double-barreled gun system has replaced the twin mounts.

Sub-launched missiles that produce a TIW alert cannot be engaged by the player-controled Perry's CIWS. These weapons include: SUBROCs, Strike missiles, the SS-N-22, and the 1st stage of the SS-N-27 ASM. (All of these weapons are unlikely to be successfully engaged by the CIWS in any case). Sub-launched ASCMs, with the exception of the SS-N-27ASM and SS-N-22, no longer produce TIW alerts.

The Kidd/Chi Teh DDG uses the Tico CG model; some launchers are in the incorrect place.



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