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

Seamutt 01-01-11 07:11 AM

Does anyone have advice on this? I'm flying the Seahawk and trying to take out a SAM site on an island. The SAM site's location is not sent as a link (set in the mission editor), but is detectable by ESM. Since the Seahawk doesn't have TMA to set distance and I can't fire a hellfire at a target based on detecting it by ESM, how can I attack the SAM site without having to go in close to visually ID it? Any ideas?

Seamutt 01-17-11 07:03 AM

Here's a few ideas I've been thinking about lately. I would be great to get your comments.
-Would it be realistic to receive missile information through a link? It would help a great deal when using air platforms.
-Is it possible to remove fire and forget torpedos from the NAV map?
-Would it be possible to make mines detectable by air units. visually and/or MAD. For FFG lookout too i guess.
-Also sometimes i can destroy mines with the FFG machines guns and sometimes it doesn't work (Al Faw Ambush). Is there anything that can be done about this?
-Could we create a "wreck" to be placed at the bottom of littoral waters to make active sonar searches more difficult? It would create active returns but no noise on passive sonar. Is there another way with the current version to simulate wrecks?

Here's a general LWAMI question:
-how well does chaff work against FCR directed missiles?

Molon Labe 01-17-11 07:33 AM

Quote:

Originally Posted by Seamutt (Post 1564413)
Does anyone have advice on this? I'm flying the Seahawk and trying to take out a SAM site on an island. The SAM site's location is not sent as a link (set in the mission editor), but is detectable by ESM. Since the Seahawk doesn't have TMA to set distance and I can't fire a hellfire at a target based on detecting it by ESM, how can I attack the SAM site without having to go in close to visually ID it? Any ideas?

This question seems moot, considering the Hellfire has less range than the Seahawk's visual range.

You can assign an ESM contact to a Hellfire, but it won't work until it's in range and locked on target. And lock-on range can be shorter than the 8km max range.

Molon Labe 01-17-11 07:46 AM

Quote:

Originally Posted by Seamutt (Post 1575947)
Here's a few ideas I've been thinking about lately. I would be great to get your comments.
-Would it be realistic to receive missile information through a link? It would help a great deal when using air platforms.

Not sure about weapons like the AMRAAM, but I suppose it's possible. TACTOMs and SLAM-ERs definitely participate in the link IRL, because they have "man-in-the-loop" technology that lets them be targeted on the fly. Some Russian ASCMs have similar systems.

Quote:

-Is it possible to remove fire and forget torpedos from the NAV map?
Don't I wish!

Quote:

-Would it be possible to make mines detectable by air units. visually and/or MAD. For FFG lookout too i guess.
Looks like some of them have a Visual SL and some don't. I guess I never gave it much thought since they're usually underwater. I can fill in the values for the missing ones.

Quote:

-Also sometimes i can destroy mines with the FFG machines guns and sometimes it doesn't work (Al Faw Ambush). Is there anything that can be done about this?
Probably not. My best guesses as to the cause are either not enough of the mine is above the surface or its not in range.

Quote:

-Could we create a "wreck" to be placed at the bottom of littoral waters to make active sonar searches more difficult? It would create active returns but no noise on passive sonar. Is there another way with the current version to simulate wrecks?
I think so, and we actually have something along those lines for 3.11 called a non-mine bottom object that effs with your HFS sweeps.

Quote:

Here's a general LWAMI question:
-how well does chaff work against FCR directed missiles?
That's a subject of debate. In my judgment, CMs are not effective on any weapon using the Guided doctrine, which includes SARH missiles. TLAM and OneShot disagree, which is why SARH missiles still include a radar seeker--just in case they're right and they can cause a spoof.

Seamutt 01-17-11 02:34 PM

Quote:

Not sure about weapons like the AMRAAM, but I suppose it's possible. TACTOMs and SLAM-ERs definitely participate in the link IRL, because they have "man-in-the-loop" technology that lets them be targeted on the fly. Some Russian ASCMs have similar systems.
I should have been a little clearer. I mean could incoming missiles show up through a link? For example, I'm flying the helo and my base is the FFG 10 Nm away and his radar would pick up incoming missiles directed at me and send the info by link. I prefer to launch my own CM so it would help with that. I did some research on the seahawk's radar and it wouldn't be able to pick up missiles, but I assume through a link you could get the info.

Quote:

-Is it possible to remove fire and forget torpedos from the NAV map?
I realize now that this is kinda a stupid question :oops: As if LWAMI would overlook this.

Quote:

I think so, and we actually have something along those lines for 3.11 called a non-mine bottom object that effs with your HFS sweeps.
Super, it would add more challenge. Tell me if you need help testing this or anything else.

Quote:

You can assign an ESM contact to a Hellfire, but it won't work until it's in range and locked on target. And lock-on range can be shorter than the 8km max range.
I'll have to play around with it some more cause I didn't get it to work before. I forgot that it's range is so short so that could be by I couldn't assign an ESM contact to it.

ASWnut101 01-17-11 03:44 PM

Quote:

I should have been a little clearer. I mean could incoming missiles show up through a link? For example, I'm flying the helo and my base is the FFG 10 Nm away and his radar would pick up incoming missiles directed at me and send the info by link. I prefer to launch my own CM so it would help with that. I did some research on the seahawk's radar and it wouldn't be able to pick up missiles, but I assume through a link you could get the info.
Although it doesn't happen often, friendly AI ships can link missiles. However, I've never seen one link an AA missile, so your only warning would be the launcher's FCR and or the "Enemy Missile Lock" warning, which by then it is too late to respond.

On that note, I really wish the ECM systems in the game gave out some kind of warning when something paints you with an FCR, and not when the missile itself has locked on to you.

Reaper51 01-17-11 11:59 PM

Not sure if this is something you'd be interested in doing, but how about a Chinese voice add-on for LWAMI? The English is ok, and there's a good mod for the Russian voices, but we're still stuck with the durpy sounding, overly fake Chinese accent. Do you think it would be possible to find the Chinese voice actors, and is this something you'd be willing to add into LWAMI? While I've honestly never been a fan of Asian dialects, it just feels wrong to play as a Chinese captain and hear the crew speak English..

TLAM Strike 01-18-11 12:46 AM

Quote:

Originally Posted by Reaper51 (Post 1576659)
Not sure if this is something you'd be interested in doing, but how about a Chinese voice add-on for LWAMI? The English is ok, and there's a good mod for the Russian voices, but we're still stuck with the durpy sounding, overly fake Chinese accent. Do you think it would be possible to find the Chinese voice actors, and is this something you'd be willing to add into LWAMI? While I've honestly never been a fan of Asian dialects, it just feels wrong to play as a Chinese captain and hear the crew speak English..

Very easy to do, but I don't know anyone who speaks Mandarin. :down:

I suppose some of the Subsim team could read from a Mandrin script but then you would just Chinese words with fake Chinese accents... :haha:

Seamutt 01-18-11 01:50 AM

Quote:

However, I've never seen one link an AA missile, so your only warning would be the launcher's FCR and or the "Enemy Missile Lock" warning, which by then it is too late to respond.
I figured that it probably is that way. Just a flying death box in that kind of situation. :dead:

OneShot 01-20-11 04:14 PM

Just finished uploading the LwAmi 3.10 Complete Installer incl. all patches and all other necessary files.

Please install over a clean DW 1.04 installation.

Find the Mod in the Downloads section here : http://www.commanders-academy.com/fo...do=file&id=161

Let me know if any problems arise.

Guynumber7 01-26-11 06:08 PM

QUESTION:

I just installed this mod, but in the enabler i dont know what to enable! Do iw ant the APAD version or not? it says it will conflict if i enable all, and what does splash mean? do i want kilo optics?

Molon Labe 01-26-11 06:15 PM

The splash screens are optional.
Kilo optics is also optional and a matter of personal preference.

APAD is only if you intend to play as the Alrosa. Otherwise just enable the main mod.

Guynumber7 01-26-11 06:16 PM

What is the alrosa?

TLAM Strike 01-26-11 06:51 PM

Quote:

Originally Posted by Guynumber7 (Post 1583592)
What is the alrosa?

A Project 877 class Kilo submarine modified with a pumpjet.

Molon Labe 01-28-11 02:38 AM

Quote:

Originally Posted by Molon Labe (Post 1510690)
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

While I was testing other changes, I noticed the change in the 2nd frequency had unexpected results on the Kilo's detection ranges (low frequencies are detected first and the Kilo doesn't get the 1st line at 50 or 60). To mitigate the impact of this, I've changed the conventions to this:

Steam Turbine: 100
Nuclear: 125
Gas Turbine: 140
Diesel-Electric: 160
Diesel: 175
Gasoline: 190

With +5hz per shaft (up to three, the fourth doesn't bump it) and -5hz for shrouds/pumpjets on submarines.

Most of the Kilo's adversaries are Gas Turbine powered and originally had 125 or 160hz lines. The move to 140 won't have a large impact on detection range. Diesels will get harder, but these tend to be loud ships anyways (merchants and gators) so the change won't be noticed. I also brought back the 125hz line for nuclear subs with this configuration, since most of us are accustomed to that.


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