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-   -   LuftWolf and Amizaur's Realism Mod Poll #13: The Stallion (https://www.subsim.com/radioroom/showthread.php?t=104900)

LuftWolf 02-05-07 09:19 AM

For those of you who would like to try these features out, here is a pre-release with all the features listed above:

[link removed, see below for the most current version]

Please let me know what you think or if you find any bugs, etc.!

Cheers,
David

PS To install, unzip to your main DW directory over 3.05. To uninstall, unzip 3.05 over again to your DW directory, and then unzip QuickFixII to your database folder, and then delete your uncompressed models again in the Graphics folder if you like to keep your folders tiddy... or if you use JSGME you can set it up for the mod enabler. Let me know if you need help doing this, as it is much easier than unzipping right your main folders.

LuftWolf 02-05-07 10:05 AM

Oh, BTW, the RBU's *look* kind of ugly when they work on occasion, but they work just fine. That is due to the somewhat inconsistent way the DW doctrine interpretor reads the missile commands in the doctrine, and the fact that the RBU stock model is not properly aligned with the way the physics engine interprets the orientation of the object.

Keep in mind, I had to build them from scratch, so I can always come back to them later with a more sophisticated approach.

Cheers,
David

PS The best way to test them is to attack an "engage" trigger specifying the RBU's to the first waypoint of an RBU equipped vessel and place a submarine moving at about 15 knots about 2.5-3nm in front of the platform. Just set it up and let it run and the ship should attack within about 5 minutes or so.

LuftWolf 02-05-07 12:05 PM

I've changed the way the mines function when they are ordered to bottom or are set to a depth lower than the depth of the ocean floor to ensure they settle on the bottom properly rather than fall through the ocean floor and disable themselves.

[link removed, see below for current version]


Thanks for trying it out!

Cheers,
David

Molon Labe 02-05-07 01:34 PM

Just tried out the CAPTOR. I couldn't get it to work on one of Beer's maps. There's nothing wiggy with the alliances or sides there, BUT both sides have peacetime ROE set. So there's another thing to look out for. (So don't use these in missions that start at peacetime and go to wartime)

But then I tried it on another mission...and it was absolutely vicious. The poor akula walked into one, and then when the first mine was triggered, the akula speed up and got within range of about 4 others before he got the boat turned around...well actually he never did get the boat turned around. The first one hit him quick!

I still have some misgivings about the extent of the classification. Even a VLAD wouldn't have had more than two dots on this guy...so really, it should have fired on a Traffie too. It's a fun toy though!


EDIT: possible problems. I tried doing this again from the bubblehead's point of view by creating a minefield in the mission editor. Three problems: First, when you said "active sensor" you weren't kidding. The whole minefield lit up the active intercept with continuous 0hz pings (EDIT #2. 0hz pings occurs when there is a crapload of them...blame DW. A single mine is at 10250 or something like that. In 2 tests, the ping was continuous--no interval. In 1 test, the ping was continuous until about the 2 mile point and then was at 12-13 second intervals). So there's some weirdness here that we shoudl try to figure out. Also, I have to question the usefulness of a minefield that broadcasts its presence...and beyond that, if it stays, the AI doctrine will need a new avoidance component.

Second, the mines do not appear on HF sonar.

Third, the mine I drove toward dissapeared without spawning a torpedo. (occuring in both water deeper than 3000ft and shallower)

XabbaRus 02-05-07 03:05 PM

I like how the RBU works. I think it originally was created as a ballistic weapon cos in teh dbase it comes under "Shell" as its type. That is why the graphics never showed up.

Good work Luft. Now I am wondering though if you could make the missile use the same graphic as the RBU itself.

Also the RBU can be fired in different salvos? any chance of that being implemented.?

To see eight RBU's fired in a salvo to bracket a sub would be really cool.

Molon Labe 02-05-07 05:18 PM

The RBU seems like it's even more effective than air dropped depth charges.

The worst I ever got hit by a depth charge, even nice and close, was maybe 40%. These things are kiling me outright without even looking close at all. Just close enough to see the explosion underwater in 3D.

The most irritating thing is that it's killing the sub without registering any damage or hit at all. 0% damage indicated, but she still goes down.

LuftWolf 02-05-07 05:51 PM

Good news all around regarding the RBU's. :up:

@Xabba, in terms of the graphics, the reason I used the mistral sam graphics for the first stage was because the RBU model itself has the wrong orientation completely-- it flys standing straight up with the missile jet coming out the bottom at a 90 degree angle!!! :huh:

Also, bracketed salvoes are not possible, because the weapon now follows the Sim constraints common for all missiles.

In regards to the CAPTOR mine, I'm not surprised about the active sonar problems... the Sim doesn't expect mines to be using active sonar! So I'm probably going to have to remove the active sensor altogether and just assume the mine uses some kind of distributed WAA-like array to get range resolution (not unplausible for such small ranges when all you need is the general range of the contact).

In regards to the mines dissapearing without spawning a torpedo, I just have to set the shutdown timer at a bit longer... sometimes there is delay between when the doctrine command line runs and when the weapon fires. I just have to be sure to shut it down before the torpedo comes back around and hits the mine!

About the Active sonar issue, I have no idea at all. I haven't changed anything that would effect that, so I'll go back and see if the stock 1000lbs mine shows up and if it doesn't then the mines just won't show up, but if it does, I'll see what I did to break the detections.

Ok, so I'm going to do a passive-only version of the CAPTOR and look at the HF sonar issues and repost a new version soon.

Cheers,
David

Molon Labe 02-05-07 06:15 PM

I love it when a plan comes together.

Molon Labe 02-05-07 06:22 PM

Okay, so I switched back to the stock DB.

The 1000lb mine is visible....at a range of about 2000 yds. Which is (usually) less than the range the CAPTOR engages/dissapears at. So that mystery is solved.

This is the same range as for the Moored Influence Mine.

LuftWolf 02-05-07 07:42 PM

Good news about the HF sonar, thanks for confirming that for me. :up:

Ok, I've set the shutdown timer for the weapon to be a bit longer and removed the active sonar from the CAPTOR, so it now functions exactly as described above, only without the active pinging upon detection. The weapon will now give no warning other than its small HF signature before it fires... can you say "lethal" boys and girls?

Also, I've put in a few checks to make sure the CAPTOR and other mines never exceed their maximum operating depths. If they are set to be on the bottom in a very deep part of the ocean, for example, the mines will only decend to their maximum depths, 3000ft for the CAPTOR and a bit deeper than 1100ft for the 2000lbs ASW Mine.

Here is the link: [link removed, see below for current version]

Let me know what you find!

Cheers,
David

Molon Labe 02-05-07 07:44 PM

Quote:

Originally Posted by LuftWolf
Good news about the HF sonar, thanks for confirming that for me. :up:

Ok, I've removed the active sonar from the CAPTOR, so it now functions exactly as described above, only without the active pinging upon detection. The weapon will now give no warning other than its small HF signature before it fires... can you say "lethal" boys and girls?

Also, I've put in a few checks to make sure the CAPTOR and other mines never exceed their maximum operating depths. If they are set to be on the bottom in a very deep part of the ocean, for example, the mines will only decend to their maximum depths, 3000ft for the CAPTOR and a bit over 1100ft for the 2000lbs ASW Mine.

Here is the link: www.commanders-academy.com/luftwolf/LWAMI_v306_ALPHA_03.zip

Let me know what you find!

Cheers,
David

I thought the CAPTOR needed to be moored to the bottom to function, so only worked in water as deep as 3000ft. I suppose that's not the only interpretation, though.

LuftWolf 02-05-07 07:53 PM

I've been trying out the CAPTOR fixes, and it's silky smooth. I'm pretty happy. [resounding slap on own back]

Cheers,
David

LuftWolf 02-05-07 07:55 PM

Quote:

Originally Posted by Molon Labe
I thought the CAPTOR needed to be moored to the bottom to function, so only worked in water as deep as 3000ft. I suppose that's not the only interpretation, though.

Given the fact that the sensor array for such a weapon almost certainly has multiple depth settings, I think it's important to carry this capability into DW because of the strength of the layer effect in DW 1.03+.

Plus, it's just TOO damn hot the way it is right now. :|\\ :cool:

Cheers,
David

PS Oh, I just understood your point. I suppose I could have the weapon simply shutdown if used in water deeper than 3000ft, however, I don't think this is necessarily accurate for a number of reasons.

Molon Labe 02-05-07 09:38 PM

Quote:

Originally Posted by LuftWolf
Good news about the HF sonar, thanks for confirming that for me. :up:

Ok, I've set the shutdown timer for the weapon to be a bit longer and removed the active sonar from the CAPTOR, so it now functions exactly as described above, only without the active pinging upon detection. The weapon will now give no warning other than its small HF signature before it fires... can you say "lethal" boys and girls?

It fires before anything shows up on the HF. At least in a 688I anyways.

I'm not sure I want to make shooting distance smaller than that though. In this test, I managed to get away b/c I was outside of the acquisition range of the torp seeker when it fired. =) It still headed my way when it picked up a decoy, but it was much easier to handle in a tail chase than it would have been head-on.

Although, if you wanted to set it up such that you get adequate warning on HF (if you're paying attention of course) before it fires, but that its going to be lethal if it fires, I'm cool with that too. A shorter shooting range might do that...so might increasing the active SL while switching the mk46 from circle to snake.

Just as long as outcomes don't become coin tosses with these. ;)

LuftWolf 02-05-07 09:49 PM

The active SL is going to stay where it's at for consistency with other mines, at least for now.

In terms of changing the torpedo search mode from circle to snake, I like that idea, and it would work very well for the ranges the mine is set for.

I don't want to reduce the firing range too much, since I want the user to be able to place the weapons with a reasonable spread and still know they are going to fire. I think a bit under 4nm with a little overlap is a good spread range for these weapons when laid in a field. With these parameters, a single P-3 can still lay an effective barrier that isn't unreasonably large or small.

Cheers,
David

PS I'm also going to try to tackle the TIW message for missile launch tonight. A nice side effect of this change is that I can make A/C's and helos detectable on sonar again, yippie!


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