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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. |
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That's just the way it is on real subs.
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Sometimes the truth is cold and hard. :hmm:
PS For those of you spectating this, we're just kidding around folks... |
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 |
Luftwolf why is the next version going to be the final one?
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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 |
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 |
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. Quote:
David |
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.
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