SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Dangerous Waters (https://www.subsim.com/radioroom/forumdisplay.php?f=181)
-   -   A Public Note to Self: LWAMI4 In Progress Issues (HELP ME!) (https://www.subsim.com/radioroom/showthread.php?t=94304)

Amizaur 06-15-06 10:23 AM

Quote:

Originally Posted by Mau
Hopefully we can do something about the missile flight profile.
Like I was saying, Fleet Command has now 3 to 4 different flight profile (one is actually a high diving one).
I know it is not the same game but may be.....

I really hope we can improve the above water side of it

Wasn't FC relased before SC ? Because in SC missile intercepts were just fine, only in DW are broken... :(

Mau 06-15-06 07:02 PM

But Amizaur, I am a bit confused here. In SC there was no platform from where we can launched missile to intercept another one (SC was just Subs unless you meant the AI ships in SC).

If it is the case, and if it was working in SC, then why it is not working in DW??

Thanks

LuftWolf 06-15-06 10:36 PM

Adding the underkeel detonation should be easy.

All have I have to is enable a mode on the player adcap that sets the torpedo to fire a large mine under the ship that immediately explodes, and so even with the proximity detonation, the fact that the mine is so large, will cause greater damage to the ship than the ADCAP hitting the hull.

I tested the basic concept of torpedoes firing mines, and it works nicely.

Well, in terms of the different flight profiles, I was simply going to add cruising altitudes of 2000 and 1000 feet, so the missiles would work just like now, but only fly higher. This ought to be "good enough" to give a change for older missiles but not break the game engine. Plus, it's really really easy to do. :)

Cheers,
David

LuftWolf 06-15-06 11:30 PM

And I suppose for really old missiles I could even do 5000ft and it wouldn't break anything.

We really ought to do new radar seekers for the old missiles too... and increase their radar signature. A AS-4 ought to be damn easy to detect for the SPY-1.

If I combine that with an increase in the FCR range for the AEGIS vessels, which is LONG overdue in LWAMI to be honest, then they should really be no threat anymore except to a lonely FFG or two.

Cheers,
David

LuftWolf 06-15-06 11:31 PM

So... just how far away can a modern ASM missile detect a medium size warship from the side? :cool:

Mau 06-16-06 04:05 AM

I will go just in a general kind of response to that (I'M sure you understand)

It all depends when the seeker of a specific missile will turn on.

Let just say that if you want to go with a generic one, a missile to have is seeker on and to COMMIT will be between 12-8 miles and then lock on(again will depend of the target size, aspect but on the side with this last one will be fine) and of course the rain.

Hope this help

LuftWolf 06-16-06 04:10 AM

Thank you, this is very helpful.

So I think it's safe to assume that an AS-4 is probably limited to something closer to 4-6nm, possibly even less?

Amizaur 06-16-06 05:52 AM

I'll check parameters of russian missiles for you tonight, I have few good books for it :-). For SS-N-27 ASM you can find advertised seeker range, for od missiles I will check. AS-4 was huge missile and had space for huge radar seeker :-) but of course old. I wouldn't be surprised if all what you need is ECM to render it useless and miss target... On the other hand, if you fired it against civilian ship in a convoy, then it would work just fine and be untouchable for small ships like Knox or Type-22 with their point defence missiles. AS-4 was rather convoy killer in 80's than CV killer.

Yes, 5000ft flight with medium speed should make no problem at all for SAMs. Targets are only untouchable when diving hard and fast, like AS-4. When diving slow they would be probably still possible to hit, and with 5000ft flight profile (compared to my 60000ft) it would start diving only very close to target, after many missile intercepts and inside of Phalanx range probably. So 5000ft should be no problem. I though about 30-60 thousands feets or so :-) or very fast dives. Well a cruise missile (500kts) diving from high alt at 30deg angle could be problem to hit maybe... check it, but at lower angle or slower should be ok.

About under-keel explosions - yep, I hit the same idea today's night, before falling asleep, if you can't regulate torpedo's hit points, it could spawn another object with greater blast... :-). Nice idea unfortunately spoiled by fact than you will damage every ship/sub/torp close vicinity of target, for example this det would kill other torpedos from salvo, if you fired more than one on target (against CV for example). Type-65 warhead alone sunk 3 ships and damaged the rest in a convoy :/.
This is caused by fact, that explosion blast radius in DW is enormously big, and secondly that when weapon auto-detonates when hits the target, the DP are transferred fully only to targeted object. Your sub or other ships can be 10m from it and will be not affected. But when detonation is caused by doctrine order (like in case of proximity fuse) then there is no specific tgt linked to it and blast affects all objects around... And it would be GOOD thing, realistic, only if the blast radius was not so LARGE... :-(

Check the blast effects against other close targets and other weapons and see if you can live with it...

Hmmmm to avoid this, you'd have to make this spawned mine detonate in contact of target, not by proximity fuse. Then it should work, damage the target only. Hm maybe fire it at high speed vertically (from launcher pointing vertically) while torpedo passed underneth tgt hull ? This way the mine would directly hit target's hull and detonate in contact, without proximity fuse.

P.S. I even wondered it wouldn't be good to divide all ships and warheads damage point values in database by factor of ten... this should reduce blast radius to more acceptable values... but damage points for small warheads would single points and probably all collisions (with land or other ships) would be 10x more lethal... :/. Or maybe collision DP are calculated as % of vessel's DP value ?

LuftWolf 06-16-06 02:36 PM

Yeah, I think the easiest way to go would be to have the torpedo launch a "torp" sim object that has a very high speed and no model (this also has the advantage of not having the launching torpedo start homing on the underkeel mine), that simply goes right at the target ship for greater damage.

I could still have the torpedo proximity fuse...

There is a lot that can be done, actually, balancing what works best from an engineering standpoint and what "looks right" to the player.

I'm confident that I can make *something* work. :)

LuftWolf 06-16-06 03:14 PM

I am also going to change over all the mine and proximity torpedo sensors in the game from "visual" type sensors to MAD sensors.

For one, I'm not sure why they are visual sensors anyway... I mean, MAD sensors DO work for proximity fuses, the Squal already has a MAD sensor. I just tested the wakehomers using a MAD sensor for their final homing and it works fine.

So, from the player and mission designer perspective, this now means that, combined with changes to the MAD signatures of various boats, some boats that are reputed to have either no mad or very low mad signatures (I will probably make sure that all ships and subs have SOME MAD signature, but some of the british t-boats for example will have very low mad signature) will actually be somewhat unaffected by mines and proximity fusing torpedoes like the ADCAP in underkeel mode and wakehomers, although a dead on shot will still mean a hit.

All through this part of it I'm going to be wondering why SCS made them visual sensors in the first place...? :hmm:

Mau 06-16-06 04:49 PM

Luftwolf,

As per missiles (in particaular AS-4), yes no problem for 1000 feet but I would not go higher than 2000 feet. However for the RCS, don't be afraid to put it a lot higher. The SS-N-2 Styx for exemple was said to look almost like a B-52 as per RCS. So I imagine the AS-4 was as bad or at least very close.

But at 1000 or 2000 feet, is it going to touch the ship (is it going down at the very end). I thought you said the high diving thing was pretty hard to make?

LuftWolf 06-16-06 05:00 PM

The missiles at 5000ft using the same doctrine will have the same general flight profile as other missiles, they'll just fly higher.

Amizaur made the diving flight profile from 60000ft and it broke the missile intercept function... the SM-2's couldn't touch them. So we'll just have to set them to fly higher and then descend when they are near their targets, much like other missiles.

Cheers,
David

LoBlo 06-16-06 07:41 PM

Quote:

Originally Posted by LuftWolf
-Add more flight profiles for ASM's, especially high-flying missiles

I've been trying to find a good source that determines which of the Russian Supersonic Cruise missiles are high altitude missiles and which are sea skimmers also, but I have yet to find a good source. Got a good source of infomation?

LuftWolf 06-17-06 12:22 AM

Yes, Amizaur has some very good sources at his disposal.

LuftWolf 06-17-06 06:31 AM

Ok, the AI torpedo function and all AI torpedo changes in the database are more or less done. :)

Now I have to finish the player torpedo mods, and do the sensors.

So, you can say, I'm on the downhill side of the work. :know:

Cheers,
David


All times are GMT -5. The time now is 05:35 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.