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You sir, are no mere Wizard but a Time Lord. :|\
:sunny: All you and LW have done is greatly appreciated. :up: :rock:............................each and every day. :yep: |
OK I have found new evil method of torpedo control ;) you will just have to click on preenable button few times in a row, but with at least one second pause between clicks because doctrine can notice button was used only once a second. So click on "Preenable" 2 or 3 times and then... what would you like ?
To cycle depths between launch and search or what ? With some more coding I could also let you input exact depth value by setting it by torpedo heading designator (those left right arrows). Or speed value. Or sonar mode :) But this requires some more work so at first multiple preenable button clicking could just cycle between varius depths, now question is what depths and in what order ? |
I would suggest being able to toggle between launch and set depth, in order to fire from behind terrain and steer the torp over the feature, and perhaps have it go back down.
For speed, the ability to run the torpedo out at max speed, then slow to search (especially for passives) to improve sensor effictiveness would be very helpful. Ideally, a torp that acquired a target while being used this way would accellerate to the maximum speed it could reach without losing its sensor lock on the target. |
OK I'll try to make it. The second thing you said (launch torp at max speed and slow down to search) was a part of new doctrines already :-) Passive torpedos will automatically slow down to 40kts after enable. Active will automatically speed up to max after enable.
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hehehehehe, exxxxxcellent! :arrgh!:
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We are all fortunate to have someone around with the talent of Amizaur. :yep: :up:
His work on the doctrines in particular is exceedingly elegant. ;) I'm just hitting two stones together and hoping to get a stone axe in comparison with the stuff I do on the mod. :oops: :) |
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I would say yes in the mod, rather no in stock game. In stock game passive (and active) seekers are so sensitive that only det curve restricts it's range so ambient noise has little or no effect. In the mod passive seekers where tuned by sensivity to detect given target at given range and things like layers and ambient (sea state) noise have great effect.
So it could happen that deep running (not affected by sea state noise) passive torpedo detects a surface target, go for it and when close to surface has sensor affected by sea state noise (strongest near surface) and loose target. Not very probable because it would be very close to target when coming close to surface, but maybe for very weak targets in high sea state... BTW grrrr torpedo range bug not fixed in 1.03 :down: to see it launch two torpedos one at 55kts second at 30kts, the faster will go further (beyond max range), the slower will not reach max range... I'm glad I made versions of torpedo mods for playables - normal for corrected and compensating for uncorrected range bug. But it's only for playable torps, most of non-playable will be bugged (range at max speed increased). |
Oh man... :damn: :damn: :damn:
Just to be clear, for LWAMI 3.00 I'm going to leave things as they stand now in terms of torpedo function. I want to have a chance to look at all of these additions and problems as a group together and wait to get some feedback from SCS about their timetable in fixing this, but you guys can count on some kind of correction for this as well as the enhanced function torpedo doctrines for 3.01. :up: Amizaur, can you send me the latest versions of your torpedo doctrines when you get a chance? Also, have you tried to add any corrections in the database for the torpedo mod or the overrunning? I'm thinking if you want to add more advanced functions like depth it would be a good idea to wait to release all the torpedo changes as a group for 3.01. |
Of course, I have to make some changes to doctrines (and they are in many versions already so it's some work) but will try to send you working versions today. Yes I have done calcs how to compensate for torpedo range bug so what range set in database to get correct real range, numbers are ready.
I have almost ready advanced torpedo control but I want to test it myself a bit too before relasing :). So it will probably take few days to have it ready and tested. It would work this way - first press of enable button - passive enable and torpedo goes to search depth, second use of enable button - active enable and speed up to max speed, one preenable button click - preenable, multiple preenable button clicks - depth changes in order ceiling - launch depth - search depth. Quite simple in usage, MUCH more simple than my previous ideas :). So every torpedo will have both passive and active mode available at will. And with preenable button you can send torpedo to ceiling after launch to maximize range or to avoid obstacle and return it to launch depth or search depth later. Well I'll try to write a simple and clear manual for the new torpedo software mod with all functions described :) |
Great, thanks Amizaur! :rock:
I can't wait to try the new doctrines. :up: |
:D Amizaur - excellent proposals :up: :rock: :|\
I assume hitting pre-enable when enabled completely cancels the prior enabled state ? So on wishing to return to enabled you make a fresh choice rather than going back to the last enabled option ? On depth - starting from launch at own depth, my preferences for input sequencies would be:- 1. Search. 2. Ceiling (Wakehomers) 3. Search 4. Back to Launch, preset speed and depth. ( # sequence resets) But if you can dial through the selections to reach the required state then the above is not necessary. Whats on the table already is a feast. :yep: :sunny: |
But what about the basic function of the "enable mode" being reversed?...ie...the pinging in pre enable vs no ping in enable mode?Won't this have to be fixed first inorder to have a working doctrine??
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Thanks for the replies and all the hard work. I'll check in to see when things are modded for the features.
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