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I've got a few more things that need to be done to tune the AI doctrines based on my testing, so I haven't started the player torpedo doctrines yet, but rest assured it's being worked over in my mind. :)
Also, I'm considering limiting the AI torpedo sensors along the same lines as the player torpedo sensors since the depth search mod is pretty effective, but that means I need to make sure ALL the search parameters get set correctly by the AI for each situation. In any case, these should be done as well as possible, and then the sensors can be made to conform to the limits of what the AI is capable of doing, rather than choosing before we try that it can't be done right. :smug: Cheers, David |
Hi Amizaur,
The meaning of the numbers on the sensor Error Range variable are as follows: 0 = no error 1 = 3-5 deg @ 10kyd 2 = 2-4 deg @ 20kyd 3 = 1-3 deg @ 30kyd 4 = 0-2 deg @ 40kyd These are the only valid values. cheers, jsteed |
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Unless range prediction error can be modeled to dramatically increase after a certain distance, something that I doubt, it is probably better to just hardcap it. The hull array is used on SW because of its WAA modes. Just say the computer won't bother guessing after 15000 yards (IIRC, 15000 was the original setting) - it is pretty amazing there is still enough curve after 15K for any kind of guess to be made based on curvature after all... |
It was actually 27431 meters originally, or 15nm. :)
Thanks, yeah, we probably should have left that as it was... we'll definately restore the cap, but the values are up in the air at this point. Cheers, David |
Whatm russian ASM missile profiles was I to check ? Because there is lot of them and it's quite a work to check every source I have for each. Please list missiles you'd need flight profiles and seeker details know.
As for AS-4 - the initial version was active guided from, or actualy before launch - the target was locked when missile was still under the plane from 200-270km out !! So rather powerfull seeker. Later versions had inertial/active radar guidance, not sure what was range of the seeker but it's same huge missile so rather long - probably at 60km from target, when missile started the dive, target was already locked. I suspect lock range >100km. It has it's drawbacks, as long time for ship ECM countermeasures to break the lock and jam the radar seeker, well modern ECM would be probably very effective against such old (first versions in '60s, later in '70s) radar seeker, probably would jam it completly and I don't expect home on jam mode in such old missile. But against civilian shipping (like tankers) or ships in convoys would be still effective today. The most recent versions carried by Tu-22M2/M3 had more flight profiles, for example low launch (from 500m up) with ballistic climb and high altitude cruise, low launch and flight with very reduced range (and probably speed too, as 4 mach missile would toast from air friction at low alt)... The "low profile" in case of AS-4 means 12.000m cruise and final attack run at "<500m" altitude :-) In the middle of the '80s the AS-15 in nuclear and anti-radar version were introduced for Tu-22Ms, with up to 10 missiles for plane (6 in bay, 4 under wings) with VERY high flight profile/very steep dive attack, in middle of '90s the anti-ship version could have been introduced for Tu-22Ms and this would be much more challenging threat for AEGIS - 10 small missiles per plane diving at high angle from 120.000ft at Mach 5, than 1 or two per plane huge monsters cruising at Mach 4 and 70.000ft... AS-15S (anti-ship variant) is new weapon and wasn't exported yet AFAIK. But Kh-31/AS-17 Krypton anti-ship variant can be found in China's arsenal for their Su-27/30s. China bought them and was negotiating licence production. The AS-4 missiles were very troublesome (very large, heavy, flight and landing restrictions, toxic fuel) and probably are not used anymore in Russia. May be in the future on India's arsenal if they lease Tu-22M bombers... Selling of Tu-22s for China doesn't seem likely as it's potential enemy for both India and Russia itself, so probably no chinese AS-4s. AS-6 is reporded as not exported and withdrawn from service in Russia. |
Hey guys, thanks to a question from a gent over in the mod forum, I just tested whether or not new playable ships can be added to existing playable classes, like the Jimmy Carter for example, and guess what! They can! It's selectable from the menu and everything.
So, I'm going to add the Jimmy Carter for LWAMI4... are there any Akula Imp I/II or Kilos missing from the game? I'm going to check myself, but if you guys can help me with some of the legwork. :) Cheers, David |
AND...
If the TIW message for underwater missile launches works out... one consequence of the way I'm going to do it means I can increase the altitude hardcaps again for submarine sonars, meaning aircraft and helicopters will once again be detectable on sonar when they are close to the surface. I REALLY need to finish these torpedoes... I've got a list of at least 50 other things I want to change on top of that! |
Ok. I'm taking an afternoon break from the serious work of doing torpedoes, and I'm going to try my hand at changing up some of the playable platforms to give the Red side in particular more hull choices. This really doesn't do anything in terms of game balance except give the player more choices (= more fun), so it deviates a bit from the best available information, but nothing is out of thin air.
The first thing I'm going to do is change the ugly-ass SSN designation for the Russian platforms... Russian submarines should be K-331 and B-529 so forth. I'm also going to add: two Russian Kilo Imp (B-880 Del'fin and B-529), 9 Russian Kilo Standard submarines, three additional Akula II Gepard-standard submarines (Kugar, Kaban, Rys... I'm of course assuming the Russians found the money and built them), two additional Akula Imp I (Nerpa, and one other technically the Samara but that name is already taken for some reason by a Akula I in the database, and I can't delete without making backwards compatibility an issue, so I'm going to give it simply the designation K-591), three Chinese Kilo Imp KLUB capable hulls like the 368 (369, 370, 371, thus giving the Chinese the eight submarines they are reported to have ordered from the Russians), and also the SeaWolf hull SSN23 Jimmy Carter. Once the rest of the mod work is done, I'm going to add many other non-playable platforms, regardless of whether or not I have models for them (I'll just use the next best available until there is a model available for that platform). The model makers Xabba, TLAM, and Aaken have sent me things on numerous occasions, so I need to make good on getting them in the game if they are ready. Cheers, David PS It's not yet entirely proven if adding these playable hulls will result in some kind of problems... so we'll see. :) |
Well, the added platforms seem to be working just fine. :)
Nice. :|\\ So, there will be a lot more choices for players and mission designers in LWAMI4 when it comes to playable hull choices. I think most notable are the additions of three more Chinese Kilo Imp KLUB capable hulls (for a total of four) and three new Akula II Modified (Gepard) hulls (for a total of four). Also, all the Kilo hulls have proper names and number designations, rather than just "Kilo 1". Also, as an aid to players, I changed the class name of the standard Chinese Kilos from "Kilo" to "Kilo EKM", to reflect the fact that they are actually an updated version of the standard kilo with some additional quieting measures. Cheers, David |
A little update after a bit more digging... I replaced the K-267 Samara as a Akula I with the K-412 Morzh (so nothing deleted, only names changed to preserve compatibility) and made the K-267 a playable Akula Imp I (since it actually is an Imp) in place of the K-591 (a designation that I used as a stopgap...).
Ok, that should make everyone happy. :) Cheers, David |
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