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-   -   LWAMI 3.09 Feedback Thread (https://www.subsim.com/radioroom/showthread.php?t=147970)

Molon Labe 04-29-09 04:49 PM

What class of sub was it?

I'm actually a bit surprised it took this long for a complaint to come out. I rescaled the active SLs a little too much for subs. 3.10 will be closer to where 3.08 was. You should still have no trouble tagging Kilos because they're large for SSKs. Try to drop the torp to put it on side aspect and you should be able to tag the smaller ones too.

rotorfib 04-30-09 03:17 PM

Hi! Ty for the response and a great mod!!

That was on the Gulf Escape single player mission..there are 2-4 Kilos in that spawn in shallow waters..mostly 200-400ft depths.

Went back and tested with Truth on, dropped several bouys around the subs.

The DIFAR shallows were picking them up once sub was within a couple NM's from them..on the sonar waterfall only the low FQ's were visible, and often only the lowest (even at close prox to bouys).

I did have a little better success with torps and dropping them onto the subs, but still one hit in like 4. It also appears that other AI controled units were having trouble tracking/hitting with torps.

A few other things..not sure if it has anything to do with this mod:

  • Right side of FFG sonar bouy station cannot change bouy mode or scuttle them. The buttons are completely disabled. This is regardless of what 'mode' the station is in (air, ship or both).
  • Helos asked to engage target in map view often do not respond to command.
  • The altitude that helos fly at..sometimes is low, somtimes is high..is there somthing that controls 'how' they fly or is it just random? Helo link is lost very frequently over 20nm out because Helos get stuck flying at low alt, and the don't pop back up to re-establish a link.
This is a bit 'nit-picking' on my part..This is a great mod and I greatly enjoy playing DW with it and I am greatly appreciative of your work. I'm also not a DW vet, I'm still learning a lot on how to play better :)

Molon Labe 04-30-09 11:02 PM

Quote:

Originally Posted by rotorfib (Post 1093622)
A few other things..not sure if it has anything to do with this mod:

  • Right side of FFG sonar bouy station cannot change bouy mode or scuttle them. The buttons are completely disabled. This is regardless of what 'mode' the station is in (air, ship or both).

That's a stock bug. We haven't played with the interface.

Quote:

  • Helos asked to engage target in map view often do not respond to command.
  • The altitude that helos fly at..sometimes is low, somtimes is high..is there somthing that controls 'how' they fly or is it just random? Helo link is lost very frequently over 20nm out because Helos get stuck flying at low alt, and the don't pop back up to re-establish a link.

Aircraft control is part by doctrine and part by hardcoding. LW did a lot of work getting improving the helo doctrines, which allows them to dip and investigate contacts. But it's not perfect. My best advice for dealing with losing a helo link is to order a recovery, then turn the order off from ASTAC.

rotorfib 05-01-09 04:59 PM

I'm having some serious issues picking up subs with the bouys..maybe its just me...I gave up on the shallow water kilos which had to be right on top of the bouys to detect (1.5-3nm for even a faint detection..to 'go hot').

I moved on to deeper water a N. Atlantic Escort...couple of Project 636B lurking around.

I can not pick them up on sonar bouys at all..nada nothing..now because of the ships I am escorting they are all hot and showing them..but even with the subs right on top (literaly less than 2 - 1nm from bouy) I can't pick out thier signatures one bit.

Okay..so this may not be a LWAMI issue..all your patch notes say is lowered SL on active signatures for the smaller subs...But what do I do than? Fire blind torpedoes in the direction of where I 'think' there may be a sub? (you get a msg during mission saying poss sub 8k meters N of fleet).

I appologize if I'm ranting in the wrong place, any feedback is appreciated =)

Molon Labe 05-01-09 07:04 PM

Quote:

Originally Posted by rotorfib (Post 1094268)
I'm having some serious issues picking up subs with the bouys..maybe its just me...I gave up on the shallow water kilos which had to be right on top of the bouys to detect (1.5-3nm for even a faint detection..to 'go hot').

I moved on to deeper water a N. Atlantic Escort...couple of Project 636B lurking around.

I can not pick them up on sonar bouys at all..nada nothing..now because of the ships I am escorting they are all hot and showing them..but even with the subs right on top (literaly less than 2 - 1nm from bouy) I can't pick out thier signatures one bit.

Okay..so this may not be a LWAMI issue..all your patch notes say is lowered SL on active signatures for the smaller subs...But what do I do than? Fire blind torpedoes in the direction of where I 'think' there may be a sub? (you get a msg during mission saying poss sub 8k meters N of fleet).

I appologize if I'm ranting in the wrong place, any feedback is appreciated =)

This has been the case since about LWAMI 2.0 or so, and is intended. Passive buoys will usually only pick up Improved Kilos at transit speeds. They're more or less safe at patrol speeds unless they get unlucky or try to cross a tight line.

Active sonar is the best means to detect modern D-E subs, especially in the littorals (bottom limited SSP).

rotorfib 05-02-09 03:25 PM

Well..pretty much the Kilos are invisable to any passive and active sonar :/ (haven't really tried other subs yet).

I've beared down on them with truth mode on (so I know where they are) with active going and I see nothing at all...I can hear a 'ping' but there is nothing visual that indicates a contact, and this was also after he turned 90deg aspect from me and made 20knts (after i fired torp in his direction).

I was able to pick up his countermeasure on active sonar? I didn't think that would make such a strong impact on active as it would on passive (just noise).

I eagerly await your next version lol

Molon Labe 05-02-09 09:02 PM

Quote:

Originally Posted by rotorfib (Post 1094748)
Well..pretty much the Kilos are invisable to any passive and active sonar :/ (haven't really tried other subs yet).

I've beared down on them with truth mode on (so I know where they are) with active going and I see nothing at all...I can hear a 'ping' but there is nothing visual that indicates a contact, and this was also after he turned 90deg aspect from me and made 20knts (after i fired torp in his direction).

I was able to pick up his countermeasure on active sonar? I didn't think that would make such a strong impact on active as it would on passive (just noise).

I eagerly await your next version lol

If you can get an audio return, you can tag him. That's a detection, not an "invisable" kilo. The rescaling of ASLs in 3.09 was based on the FFG-Kilo balance, don't expect that to change in LWAMI 3.10. If the Kilo's ASL gets adjusted up, the FFGs active will be turned down to compensate.

Fearless 01-06-10 12:01 AM

Howdy,

I've installed DW and upgraded it to v1.4

Installed LWAMI 309 but when I run DW, I get an error

Quote:

ERROR 12010
Bitmap Failed to load
Any ideas?

When I disable LWAMI vi JSGME and run stock DW 1.4, no probs.

Thanks in advance.

ASWnut101 01-06-10 04:34 PM

Try playing around with the splash screens when you activate LWAMI. You might get a notice saying that doing so will change some file or another, just acknowledge the notice and try DW again. At least, that's what worked for me...

:salute:

Fearless 01-06-10 04:51 PM

Much appreciated ASWnut101.

I'm not using any splash screens now with just LWAMI enabled and still the same message. Then when I enable a splash screen and disable it again, DW then works. Strange

sertore 01-07-10 07:27 AM

Hi Fearless,
I already heard about this problem... are you using Vista, as you specify in your footer? :hmmm:

In this case you have to install DW out from standard program directory due to some OS protection mechanisms that disable the managing of installed applications. :damn:

Hope this help! :03:

DarthVrooks 04-12-10 11:39 PM

I'm rather new to DW. Was looking for something to play inbetween Mass Effect 2 games since UBIsofi killed SH5 for me with that wonderful DRM. I installed this mod as the stock game seemed to lack some quality and have experienced numerous crashes in game, especially while playing the campaign as a surface vessel. I patched the game before installing the mod, the only mod I have for it. Yet I've checked a couple of boards and no one seems to be having any similar problems. I reinstalled the game, patch and mod a couple of times but same result. Without the mod the game runs fine. Did I miss something somewhere?

Playing the North Korea mission I was watching some TLAM's launched by other ships at the missile batteries on the coast and for a moment thought I needed new glasses. As these screenshots sort of show, the TLAM's bounced off the ground performing some very nice acrobatics then circled the target repeatedly bouncing off the ground without detonating until disappearing.
http://img72.imageshack.us/img72/950...0298993.th.png
http://img706.imageshack.us/img706/5...0301331.th.png

edit: I did find a post somewhere about TLAM's bouncing around so I feel better now that I know it's not just me. However I have now been attacked by my own forces in the North Korea surface campaign. It was very unfriendly. I guess I need to uninstall this thing and try some of these missions with the stock game only.

Bilge_Rat 04-19-10 10:08 AM

I have been playing LWAMI 3.09 over the past few days. Let me first say that I have played 688i/SC/DW off and on since 1999. In that time, I can only remember 5-6 times where the AI fired a torp at me and maybe 1-2 times where I was killed. I basically viewed the AI as just target practice.

So I fired up one of the stock missions where my 688i has to track a russian task force in the White Sea, a mission I have played countless times before and which was a good target practice. As before, I track the TF, takes a position ahead of them, about 15,000 yds and fire TASM and a full salvo of 4 torpedoes at the 4 targets (3 ships, 1 sub). Imagine my surprise when not only do the ships shoot down the TASMs and evade all 4 torps, but the Akula starts hunting me and after 10 minutes fires 6 torpedoes my way and..kills me..:o

hmm, so I decide to fire up the first campaign mission in the Akula. I start sightseeing through the stations, remembering how the russion sonar display works, getting various reports about contacts, some vague warning about being counter-detected, I poke the scope up and spot various ships and after about 5 mins, hear "Torpedo in the water!, bearing..." :o . I go deep, look desperately for a layer, launch counter-measures...well, you can guess the rest.

I am not sure what you guys have done, but you sure have made this a more challenging game, good work..:up:

dyshman 04-21-10 05:29 PM

try to use RA-addone. its incomparably hard then LWAMI. ai-units will kill you most of attempts. they have better sonars then human-player and they are impossible agressive.

Treetop64 10-02-10 02:43 PM

Just DL'd 3.09 in prep for installing 3.10.

While trying to install 3.09 I keep getting "Debug Assertion Failed" error messages. The Widows command window is open, and it's stuck at "First, lets get all those new Splash Screen ready!"

then... "Opening...Opening..."

I click <Retry> to debug, but the installer simply stops working (CMPUTIL.exe)

Using Widows 7 64 bit.


EDIT: I'm just going to backup the default DW directory and install the mod manually, since where the files themselves go are self-expalnitory.

Looking forward to the new mod. Thanks for all your hard work, it's appreciated. :)

sertore 02-06-11 02:52 PM

[BUG] Kilo's engine back WARP speed
 
I do not know is someboby already noticed that the engine back flank on diesel-eletric subs works too many fine: on a 636 at surface depth with electric engine is possible to reach 16 knots and with diesel the WARP speed of 18 knots! :rotfl2:

It seems quite a cheat if used, compared with the maximum speed ahead of only 11 knots, and I really hope that this is not another hardcoded surprise by our dear SC developers. :down:

Please note that this bug affects the original game and all the other MODs available (LWAMI previous versions, RA 1.3, etc...)

Waiting for your feedback, thanks in advance for help. :03:


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