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

dd149 10-07-10 03:18 AM

The idea to change by propulsion type looks good, but some ships now have combined propulsion systems i.e. Electric/turbine or diesel/turbine and it starts to make things complicated as passing a certain speed the signature should switch ,which is probably difficult to implement only through DB settings.

1st response form France to the initial question seems positive, but not all players have responded yet.

Thanks for the good work anyway:)

Molon Labe 10-07-10 06:41 AM

Well, there are no variable profiles.

But maybe for a combined system, they could have one line from each. I could be wrong, but I think DW doesn't care about what range the lines are in, so the 3rd line could be where 2nd lines normally are.

I do think this is a good idea (nice thinking there TLAM). So the system might look like this
EDIT: Proposed Frequencies

1st: electrical system
US/everybody else (60/50)

2nd: propulsion system
Electric Sub: 110
Surface diesel: 125
Gasoline: 140
Nuclear: 160
Gas turbine: 175
Steam Turbine: 190

Rocket Torp: 215
Electric Torp: 225
Mono Torp: 260
3rd: flow noise (size)
300-600
(larger ships w/ lower freqs)

4:?????
600-2000

5: ????
1500-2000



Gonna be lots of work, everything's gonna get redone!

TLAM Strike 10-07-10 04:58 PM

Quote:

Originally Posted by Molon Labe (Post 1510690)
EDIT: Proposed Frequencies

1st: electrical system
US/everybody else (60/50)

Japan's electrical grid uses 50 Hz and 60 Hz not sure what to chose.

http://en.wikipedia.org/wiki/Mains_p...ound_the_world

TLAM Strike 10-07-10 09:59 PM

Quote:

Originally Posted by Molon Labe (Post 1510690)
2nd: propulsion system
Electric Sub: 110
Surface diesel: 125
Nuclear: 140
Gas turbine: 160

What about Gas (Petrol) engines? For example on the GoFasts, Boston Whalers, some civilian boats and my upcoming Sawari PC.

dd149 10-08-10 02:59 AM

Electrical systems
 
To my understanding most of the western ships use 60 HZ systems, even in Europe where the land grid is 50 Hz. I don't know fo sure about Russia/ China, but lets see what Gray Owl can say on that.

SwordfishCrew 10-09-10 01:38 PM

Sorry to be a naysayer on this topic. I would prefer if the frequency assignments remain unchanged. I have many of them locked into the old brain, and can tell what things are quickly. If there is a large scale reassignment I will be back to square one. I’m not sure there is any compelling reason to do this.

Molon Labe 10-09-10 03:44 PM

Quote:

Originally Posted by SwordfishCrew (Post 1511880)
Sorry to be a naysayer on this topic. I would prefer if the frequency assignments remain unchanged. I have many of them locked into the old brain, and can tell what things are quickly. If there is a large scale reassignment I will be back to square one. I’m not sure there is any compelling reason to do this.

The database is so much larger than it used to be (about twice as many objects, more than 2x as many classes) that it takes forever to click through the filter, just like SCX back in the day. At this point, the only way to reliably classify anything is to have the freq sheet with you and try to eyeball the lines and look them up. That IS the reason I made the freq sheet, but, I don't like having a useless feature in the sim. With a working filter, the freq sheet would still be useful but you'd probably only really need it when contacts were overlapping.

LuftWolf 10-09-10 04:52 PM

Hi!

Installing stuff today. Let's see how things are working... :)

-GrayOwl- 10-09-10 05:18 PM

Quote:

Originally Posted by LuftWolf (Post 1511931)
Hi!

Installing stuff today. Let's see how things are working... :)

Well Well... :D

Not believe my eyes...

Old comrades rise from the ashes!

Castout 10-09-10 08:07 PM

Quote:

Originally Posted by LuftWolf (Post 1511931)
Hi!

Installing stuff today. Let's see how things are working... :)

Welcome back!!!:yeah:


Where have you been? For some moments I thought TLAM was widowed :haha:

LuftWolf 10-10-10 12:16 AM

It's ML and tlam's show on the mod now... looking great on my computer. :salute:

I need to get a HD enclosure to recover some doctrines and I can start working again on some advanced torpedo functions... I had them ALL done... I wonder where they are... I can't seem to find them online... looks like all the host took them down.

If anyone happens to have saved all DW stuff from the past and happened to download the file that is supposed to be in this thread, please PM me!!! :woot:

http://www.commanders-academy.com/fo...ead.php?t=7295

LuftWolf 10-10-10 01:57 AM

ML,

Thanks for the whole thing!!!

LWAMI4 with advanced torpedo mod... I have all the doctrines done from 2006, just need to update the database.

Unique controls for all torpedoes, here is the thread with the instructions to all of them!!!

http://www.subsim.com/radioroom/show...t=94688&page=2

Oh, I almost forgot... we have advanced physics in this mod as well... so there will be range vs. speed factors for all weapons, as well as depth vs. range/speed for chemical torpedoes, electrics do not experience this curve.

SO much in this mod already done that never got implemented!

The instructions start at post 21... all listed features are actually in the doctrines and were working as of the summer of 2006. :)

Molon Labe 10-10-10 02:01 AM

Speed/range stuff, huh?

Hey, you don't think it might be possible to apply some of that to variable-speed missiles by any chance? Right now the sim bases shutdown range off runtime and I haven't found a way around that.

LuftWolf 10-10-10 02:04 AM

The fuel equations were done by Amizaur AGES ago... and I think they are specific to torpedoes.

The way we do it is to remove the sim calcs from the shutdown and give the weapons "unlimited" database range and then calculate everything in the doctrine and call a shutdown command.

I do not see why something similar cannot be done for missiles. :arrgh!:

LuftWolf 10-10-10 02:09 AM

And there is wirebreaks, variable spoofing logic, underkeel detonations, multiple search modes... in the mod too... :shucks:

; **** WireBreak Mod Core ****
IF NEWTRACK AND ( LaunchingPlatform == 0 ) AND ( TgtSource $= "Visual" ) AND ( TgtClass $= "SUB" ) AND ( TgtRng <= 300 ) AND ( TgtID $= "FRIEND" ) THEN {
SETTACTIC "WireWatchADCAP"
LaunchingPlatform = 1
Debugout "Initializing Wire Monitor"
; } ELSEIF NEWTRACK AND ( TgtSource $= "Visual" ) AND ( TgtRng > 8000 ) THEN {
; SETTACTIC "WireDrop"
; Debugout "WireDrop Monitor Engaged"
} ELSEIF NEWTRACK AND ( TgtSource $= "Visual" ) THEN {
Drop
} ENDIF

IF ( Truerun > TorpWireLength ) THEN {
IF ( WireBroken == 0 ) THEN {
WireBroken = 1
Course = PreenableCourse
DebugOut "Guidance wire limit exceeded, wire is broken"
} ENDIF
} ENDIF

IF ( WireBroken == 0 ) THEN {
Course = PreenableCourse
SensorEnable "WireWatch" ON
} ELSE {
SensorEnable "WireWatch" OFF
} ENDIF

; SensorEnable "WireWatch" ON

IF ( RunToEnableValue > 1 ) THEN {
TrueEnableRun = RunToEnableValue
} ENDIF


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