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Before I go into the ADCAP info, here is one more feature universal to all Wireguided torpedoes, concerning the RunToEnable distance. If the weapons are allowed to run on their own without being manually enabled, the RunToEnable distance functions as it always has, except that it is now measured by the true running distance of the weapon rather than the radius from launchpoint: when the weapon reaches that distance it will enable. With the new wirecontrol commands, the RunToEnable distance also has another feature. If you manually enable the torpedo before it reaches its runtoenable, and you preenable the torpedo past the runtoenable distance, if the wire breaks, the torpedo will instantly reenable again on its own. This is an added feature in case you are maneovering the torpedo you want to reenable and misjudge the running distance, so you aren't left with a dumb running torpedo for the rest of its distance. You can disable this feature as well. If you have preenabled the torpedo before its runtoenable distance, and its runtoenable distance is longer than the length of the wire, or it is shorter and the wire breaks because of ownship maneovering rather than the wire exceeding its wire length, then the torpedo will not enable again until it reaches its preset runtoenable distance regardless of the status of the wire. So, practically, you can set a torpedo to have a runtoenable distance past its maximum range, and make the torpedo operate solely on the wire. If the wire is lost when it is preenabled, then the torpedo will runout preenabled.
So, in short, you can use the RunToEnable distance to control the way the torpedo behaves when you have been controlling the weapon manually and the wire breaks while the torpedo has been preenabled. So, I have finished the ADCAP doctrine and here are its implimented features. :) The MK48 ADCAP is a chemical fuel torpedo capable of 27nm @ 40kts and 18nm @ 60+kts. The weapon has an active/passive seeker with under-keel fusing capability and a maximum passive speed of 45kts and max depth of 3000ft. The torpedo is capable of sustaining 62kts down to 175ft, 51kts at 1000ft, 45kts at 2000ft, and 40kts at maximum depth, with the speeds decreasing linearly from 57kts below 175ft. The torpedo has an internal wirelength of 10nm and a 5nm reel on board the submarine. When the torpedo is running on the wire, it has a 90% chance of successfully avoiding decoys on top of the 50% database failure rate for decoys and when off the wire, retains a 75% chance of avoiding decoys on top of the 50% database failure rate (these values can be changed as the result of playtesting, but are probably fairly close to the truth of the matter). The preset commands have the following function. The Floor, SearchDepth, and Ceiling are the three depths selectable using the Preenable Button when the torpedo is on the wire. The Active and Passive buttons select the acoustic mode the torpedo will enable in if allowed to enable on its own, and the Speed sets the throttle for the weapon on launch (so the actual speed will be throttle minus the speedloss because of depth). The Snake and Circle buttons select two different Searchmodes I will explain below. Additionally, the Ceiling sets two additional functions. If the Ceiling is set at 60ft or above, it will disable the ASuW Safety. Additionally, if the Ceiling is set at exactly 100ft AND the Acoustic Mode is set in Active the ASuW Safety will be disabled and the torpedo will be set in Under-Keel Mode. So, there are three distinct modes: Snake Preset, Circle Preset, and Under-Keel Mode (set by the combination of 100ft ceiling + Active Homing Mode). In Snake Preset and Circle Preset modes, the SearchDepth has one additional function. If the SearchDepth is set by the user to be within 25ft +/- of the Layer depth at the point the torpedo is launched, it will enable a Layer-Riding feature on the weapon. If this feature is enabled, and the weapon is ordered to be at SearchDepth when the torpedo is enabled (either automatically, since the torpedo will automatically go to searchdepth if it has not been previously enabled and reaches its preset runtoenable distance, or on the wire) the weapon oscillate in depth between 150ft below the layer and 150ft above the layer for the duration of its enabled run, in addition to whatever horizontal search pattern is set. The preenable-button depth commands are universal to all modes. A single preenable click preenables the torpedo if it is enabled or does nothing. A second preenable click will send the torpedo to searchdepth. A third preenable click will send the torpedo to its preset ceiling, a fourth click will send the torpedo to its preset floor and a fifth click will send the torpedo to searchdepth and start the cycle over. Also, the weapon will always be set to maintain maxpassive speed as well as it is able on passive enabling and set max throttle on active enabling. The Circle Preset commands are as follows. If the torpedo is allowed to enable on its own, it will enable in the selected preset acoustic mode and travel as a straight runner. The manual Enable button commands have the following function: a single Enable click will passive enable the torpedo as a straight runner; a second enable click will set the torpedo to search in a circle; a third click will active enable the torpedo as a straight runner; a fourth click will set the torpedo to search in the circle pattern; a fifth click will set the torpedo back to active straight running mode and start the active straight/circle select cycle over again. While the torpedo is homing on a target, you can use a combination of the Directional Controls and the Enable button to select in which direction you want the circle search pattern to be should the torpedo lose its track. If you set the Directional Control to be slightly to one side or the other of the course the torpedo is taking to the target, and then hit the Enable button to select the Circle search mode, if the torpedo loses track, the torpedo will turn to the side you selected using the directional controls. This allows the user to program directional reattacks in real-time that can be utilized by the weapon even if the wire should break during pursuit. Of course, if this should happen, the user has no way of ordering the torpedo back to straight search once the reattack begins, since all search pattern changes have to ordered manually, but if you miss your target twice, and the torpedo is off the wire, then it makes little difference, since just about any direction for the torpedo to go at that point is arbitrary. The Snake Preset commands are as follows. If the torpedo is allowed to enable on its own, the torpedo will enable in the preset acoustic mode and go to searchdepth with a 20 degree snake to either side. The Enable button commands are as follows: a single Enable button click will passiveenable the torpedo with a 20 degree snake; a second Enable button click will set the torpedo to search with a 40 degree snake; a third click will active enable the torpedo and set the weapon to search with a 20 degree snake; a fourth click will select for the 40 degree snake and a fifth click once again set the active search with the 20 degree snake and start the active cycle over again. There is no circle reattack available in this mode. However, the combination of the Directional controls and the variable angle Snake, particularly the wide snake utilized in combination with the torpedo's passive mode, make an excellent alternative reattack against all manner of fleeing targets. The Under-Keel Mode, selectable with the preset combination of setting the Ceiling equal to exactly 100ft and the Acoustic mode as Active, has the following operation. In this mode, the ADCAP is NOT effective against submerged targets and cannot be retasked after the weapon is fired (submarines on the surface count as valid targets). If the seeker should detect a submerged contact in this mode, it will *ignore* the contact. Decoy function is not effected in anyway and is consistent with other modes. Also, Under-Keel Fusing can only function using Active acoustics, so the weapon cannot not operate in passive mode when Under-Keel Mode is chosen. In addition, upon enabling, the weapons will always go to 100ft when searching and maintain this depth when homing (if the water depth is shallower than 100ft under the keel of the contact, then Under-Keel Mode cannot be used, unless you want to risk the weapon hitting the bottom). If the weapon is allowed to enable on its own, the weapon will active enable and go to 100ft, with the search determined by the Snake and Circle Preset buttons (the only input they have when Under-Keel Mode is chosen): if Circle is chosen at preset, the torpedo will autoenable as a straightrunner; if Snake is chose at preset, the weapon will active enable with a 20 degree snake to either side. The Enable button commands in Under-Keel Mode are as follows, regardless of the Snake or Circle Preset chosen before launch: a single Enable button click active enables the weapon as a straight runner; a second Enable button click sets the torpedo to search with the 20 degree snake pattern; a third click sets the torpedo to search with the 40 degree snake pattern; a fourth click sets the torpedo to search in a circle and a fifth click sets the weapon back to search as a straightrunner and starts the cycle over again. The Under-Keel Fusing on the ADCAP is capable of inflicting just under double the damage of standard contact or proximity fusing when the weapon is fired in this mode and detonates under a surface target. I think that's it... :cool: Cheers, David |
forgive me if this was already asked before, but is there any chance to correct the "torpedo launch warning" message which can be heard whatever the distance is ? :o
ps : I'm looking forward for the new torpedoes :) |
This has already been corrected to some degree in the 1.03 engine... the TIW message is now dependant on acoustics.
So, if you are on the other side of a layer from the torpedo, you often will not get a TIW message until the torpedo is very close, or you cross on the other side of the layer. I've taken care to vary the PSL of the torpedoes to try to match up their in-game sound level with real life values, although this data is practically not available. For example, I've made the DM2A4 very quite relative to say the ADCAP or APR-3, so this will definately effect TIW message range. Cheers, David |
If anyone wants to take a look at what I've got finished up to this point, send me a PM and I'll email you the latest files.
The only readme at this point is this forum and some brief notes about what still needs to be included in the email, but if you've been following along, everything should make sense. So, if you want to take a look at all this in action, PM with your email and I'll send it you. Cheers, David |
Thanks for all your hard work, LW, this looks like it will be a huge step up from stock DW or even previous mod versions! I'm looking forward to some testing.
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Way to go LW! :up: So, is Lwami 4.0 ready for Prime Time now?
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At this point, the Advanced Torpedo Mod is 95% completed, but this represents only one of the changes for LWAMI4. Once I finish the torpedoes, I'm going to be free to tackle the 25 or so other things on my list of things to change, THEN LWAMI4 will be ready for a final playtest, then once the documentation is done (a three day project minimum... depending on how many graphs and charts we decide to make) LWAMI4 can be released as an official distribution. :) So, say two weeks or so. Cheers, David |
Terriffic! Let me know if I can help!
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Well, I've finally finished the last player torpedo doctrines.
Here are the implimented features of the 53-65 variants. The 53-65 is a hydrogen peroxide powered anti-ship wakehoming torpedo capable of 11.87nm @ 45kts and 8nm @ 55kts. The torpedo has a maximum operational depth of 200m, below which the torpedo will fail, however, its engine is unable to provide sufficient propulsion to move the weapon near that depth. The maximum speed of the weapon increases linearly from 0kts at 200m depth to 55kts at just under the surface. The controls are as follows. The Floor sets the preenable depth of the weapon and the SearchDepth sets the depth the torpedo will move to after enabling. The Ceiling is automatically set to 3m regardless of preset. If the player sets a SearchDepth deeper than 10m, the SearchDepth will automatically be reset on launch to 10m. The Speed setting selects the thottle setting for the weapon for the duration of its run. This weapon cannot change its throttle setting after launch and has a minimum set speed of 45kts (so any value lower than 45kts on the firecontrol is reset as 45kts when fed to the torpedo on launch). So, effectively, you can use the floor setting to run the torpedo out deep before enabling, however, keep in mind the torpedo has a very limited speed and range when used like this. This torpedo originally entered service around 1965, so its effective envelope is not great when used outside of its design intention. Here are the implimented features of the 65-76 "Whale". The 65-76 is a hydrogen peroxide powered anti-ship wakehoming torpedo capable of 52nm @ 30kts and 27nm @ 50kts. The torpedo has a maximum operational depth of 480m, below which the weapon will fail, with a maximum sustained speed of 7kts at max depth. The maximum speed of the weapon increases linearly from 7kts at 480m to 50kts just below the surface. The controls are as follows. The Ceiling is always set at 3m regardless of the preset depth, the SearchDepth sets the depth at which the weapon will travel when it enables, and the Floor selects the preenable depth. The Speed setting selects the throttle setting of the weapon. The weapon has two additional options selectable with the Acoustic Mode and Search Pattern buttons (still in the interface from the stock game where the 65cm torpedo is designed as a multipurpose wireguided torpedo...). If Passive Mode is selected at preset, the torpedo will maintain its preset throttle setting for the duration of its run, just like the 53-65; however, if Active Mode is selected, the torpedo will set Max throttle when it enables. If Snake search is selected, the torpedo will travel at its preset Floor depth until enabled at which time it will go to SearchDepth, just like the 53-65. If CircleSearch is selected the torpedo will travel at Floor depth with its max throttle speed set (regardless of the Active/Passive speed-up-on-enable selection) and then when it reaches 1/3 of its RunToEnable distance, it will pop up to the SearchDepth and set the throttle selected for by the preenable speed, and the torpedo will not enable until it reaches its RTE distance(at which time the selected enable speed selected for by the Active/Passive preset will be applied as usual). This last feature allows the user to fire the torpedo under a layer for enough time to clear the datum while maintaining the ability to have a long range option with a lower speed setting, without making the torpedo move at 20kts while deep for the whole duration of its preenabled run. ;) Ok, now for some database editing. :) Cheers, David PS Anyone who has sent me a message about a Playtest and hasn't gotten one yet will get one as soon as I finish a few changes to make it all work nicely. |
Ah...
Ok, I've finished the Advanced Torpedo Mod. :D :rock: (Minus the conversion of the torpedo sensors from hardcap to sensitivity limited, but the sensors cone geometry has been done for all torpedoes) Now, I'm going to whip up some documentation, and the first official playtest of the new mod will be released (I'm not entirely sure how at this point with the CADC down :shifty: ). Just to keep you guys updated on what else has to be done before LWAMI4 will be completely ready: -Finish torpedo and UUV sensor modelling and final corrections to (AI) torpedo doctrines -update SL parameters of all platforms, especially MAD, Active, Visual, (FCR) Radar SL's -Add TIW message for underwater missile launches and make aircraft and helos detectable on sonar -update all sonar profiles and sonar profile names -fix the AI MH60 and helo dipping behavior (once and for all...) -attempt to improve aircraft behavior, especially MAD prosecutions by adding a short range sensor capable of classifying on "overflies" (assuming this is the problem) -raise the dipping alt of helos and install other features to limit helo crashing -Add the Mk60 captor mine and fix the RBU's, UAV, and (if I feel very luck) the DSRV -Add perscopes for AI submarines and the ability to see shalllow submarines to the *player* MH60 and P-3 autocrew lookouts -Tune AI sensor performance to get behavior more closely tied to the human platforms and refine the non-operational depths of the AI TA's to prevent them from operating in water that is a bit deeper than currently -update all AI evasion routines for the new torpedoes and to prevent grounding in submarines -Add checks to necessary doctrines to 1) prevent fratricide 2) prevent death by evasion -Add ballistic missiles and convert some Ohio's to SSGN's -Add new missile sensors and flight profiles and update all Radar and FCR capabilities -try to make database iceburgs solid... hmm... perhaps I can make them highly reactive in a manner that results in death... ;) -add appropriate bearing error to player sonars, add a small rearward baffle for all the TA's, and restore range hardcap to SW WAA -remove "guided" flag for the Hellfire to simulate operation of the L variant (Fire and Forget, allows multiple missile in the air at once, in this context) -adjust turn radii of appropriate playable and non-playable submarine -review all submarine launchers to make sure they properly reflect the capabilities of each class -Add new non-playable platforms, weapons, sensors, etc... I'll have the documentation and the LWAMI Playtest 1.00 distribution finished soon. Cheers, David |
Thats one fantastic list you got there ... thanks for your hard work :up:
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I'm just starting to work on a new mp campaign and I can't wait to see lwami jr birth :up:
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Great work David - it is much appreciated.:|\\
Only LwAmi will keep me plugged into DW in the future - and those torp controls are to die for !! :rock: |
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I look forward to seeing the updates thoug. |
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So, like everything else in DW, it is an abstraction that works in the world that DW creates on your computer. This is not directed at anyone in particular, but I don't particularly care for the philosophy that says if it isn't written down somewhere exactly one way or another then it can't be in the game. These games are abstractions... to not make certain abstractions in one place and then do them in other places takes the game farther away from realism, not closer to it. In fact, it is this very lack of willingness to make these kind of calls on SCS's part that has lead to DW being half finished as a simulator. So, I've never let reality get in the way of my imagination, but rather used it as a starting point and guide. Maybe I've done too much, but we'll see if my judgment is sound. I'm working on the documentation this morning... I hope to have a file ready to go soon. Cheers, David |
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