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)
-   -   Requests for Upcoming LWAMI Patch (https://www.subsim.com/radioroom/showthread.php?t=121071)

Reaper51 11-10-07 09:52 PM

Quote:

The screws on subs keep turning because they need to keep the shaft and shaft seal lubed otherwise the seal will get brittle and crack which could lead to the sinking of the sub.
Ah ok thanks, it makes sense now.

:up:

Bellman 11-11-07 05:06 AM

Just 'reporting-in' - standing ready to support the 'next' LwAmi patch.

Edit: Update. AIS coverage query withdrawn. :know:

TLAM Strike 11-11-07 03:08 PM

Contact and Moored mines should have their warheads increased to something approaching 400-450 DP. These mines in DW are ment to be the type used by Iran in the 1980's (The contact ones are ment to be the ones found on the Iran Ajar which were Soviet M-08s). Most sources say the Samuel B. Roberts was "almost blown in half" or "Nearly sunk" and had to be towed to Dubai. So with the OHPs HP at 500 a HP of 450 should come close to disabling one.


More ships to research for damage info:

al-Rekkahre AKA U.S. tanker Bridgeton- Struck Iranian mine, damaged.

MV Sea Isle City, a reflagged Kuwaiti oil tanker- attacked with Silkworm missile, damaged.

Both these ships suffered only minamal damage due to their double hull construction. Bridgeton limped out of the Gulf under the escort of US warships and Sea Isle City was patched up and on her way in a few days.

Imamar 11-15-07 10:11 AM

Quote:

Originally Posted by Molon Labe
Quote:

Originally Posted by TLAM Strike
Quote:

Originally Posted by Molon Labe
@TLAM; revisiting the IR acquisition issue, I just watched a clip from an F-16 over Iraq where they were bombing a truckload of insurgents. The film was of the view from the targeting pod for the LGBs, which is an IR sensor.... you could see the pilot slew the crosshairs over the target and attempt to lock it on, but the pod would not lock. As the aircraft passed overhead, the pilot had to manually keep the crosshairs on the target until impact. The truck was out in the open; nothing to obscure it.

Intresting. I wonder if the operator couldn't just mark the general area with the sight and have the system's gryo keep it locked on to that exact spot.

This really isn't an issue with the hellfires as they are laser guided and there is not FLIR style targeting system for the Seahawks.

As for the Mav I wonder if the Navy used the laser guided verson at all. If yes we can just say were using LGMs for small targets and IR for the big guys. :hmm:

The targeting pod is automatically ground stabilized, but that didn't do him any good because the truck was moving at the time the bombs were fallling. I think he did a pretty good job, manually steering those LGBs to what appeared to be about 6 inches behind the bumper of a moving target!

The Navy's Maverick is the F model, which is IR guided. The USMC uses a the E model, which is laser guided, but its warhead is only approprate for smaller targets like tanks and such, clearly meant for the close air support role; it's not the sort of thing that would find its way onto a P-3.





@Luftwolf
*All this talk about masts in the other thread got me thinking... objects attached to objects aren't visible in the 3D world, but "effects" obviously are, even showing up on the 3D view when Truth is disabled. Would it be possible to add masts and/or wakes as effects? Hell, even just the wake would get the job done.


*Add SA-7 to Pillbox. ;)


Ya cant point track moving targets, ya have to manually area track.. If ya r point tracking bombs are falling way off.. :D

Gorshkov 11-15-07 06:42 PM

I got an idea to create some historical but real LWAMI mod covered 1970s or 1980s. My proposition is based on assumption there was some qualitative balance between Soviet and Western torpedoes in that period excluding American Mk-48, wasn't it?

Gorshkov 11-21-07 02:19 AM

Hi, Molon!

Your new damage model is a crap. You forgot to include missile's remaining fuel detonation in overall explosion effect!

Molon Labe 11-21-07 10:38 AM

Quote:

Originally Posted by Gorshkov
Hi, Molon!

Your new damage model is a crap. You forgot to include missile's remaining fuel detonation in overall explosion effect!

I didnt forget to. I just don't think there is a way variable damage can be done with the database. If you're aware of a way to do it, please share and I'll be happy to make the revision.

Gorshkov 11-21-07 02:59 PM

Quote:

Originally Posted by Molon Labe
Quote:

Originally Posted by Gorshkov
Hi, Molon!

Your new damage model is a crap. You forgot to include missile's remaining fuel detonation in overall explosion effect!

I didnt forget to. I just don't think there is a way variable damage can be done with the database. If you're aware of a way to do it, please share and I'll be happy to make the revision.

It is simple!
You must enlarge payload of all ASCM warheads by factor equals to fuel's explosion TNT equivalent.

Molon Labe 11-22-07 11:57 AM

Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by Molon Labe
Quote:

Originally Posted by Gorshkov
Hi, Molon!

Your new damage model is a crap. You forgot to include missile's remaining fuel detonation in overall explosion effect!

I didnt forget to. I just don't think there is a way variable damage can be done with the database. If you're aware of a way to do it, please share and I'll be happy to make the revision.

It is simple!
You must enlarge payload of all ASCM warheads by factor equals to fuel's explosion TNT equivalent.

I can only enter a numeric value into the database field for 'damage.' KE + warhead gives me a value I can enter. If warhead = [warhead mass] + [fuel-TNT coefficient]*[m] where m is the mass of fuel on board at the time of impact, there is nothing I can enter. There is no way for the database to know what to do with the variable m.

Since there is no way to account for onboard fuel (or any other variable) in with the database architecture, the only thing that can be done is to enlarge the amount of damage done by the factors that we can account for. The method I used did exactly that.

Gorshkov 11-22-07 12:22 PM

Quote:

Originally Posted by Molon Labe
I can only enter a numeric value into the database field for 'damage.' KE + warhead gives me a value I can enter. If warhead = [warhead mass] + [fuel-TNT coefficient]*[m] where m is the mass of fuel on board at the time of impact, there is nothing I can enter. There is no way for the database to know what to do with the variable m.

Since there is no way to account for onboard fuel (or any other variable) in with the database architecture, the only thing that can be done is to enlarge the amount of damage done by the factors that we can account for. The method I used did exactly that.

Too primitive database engine!

So you must add three variables for each ASCM to calculate missile damage: kinetic enegry + warhead's TNT + TNT equivalent of remaining fuel for median of missile's maximum range. Of course, calculating fuel consumption for each ASCM will be difficult, so you must find some good sources and formulas to do that.

However if successful, it should be enough!

I underline these insufficiency in your calculations because remaining fuel is forgotten but often a key factor of ASCM damage capabilities. Note that even small Exocet misslie was able to sink British destroyer without warhead's detonation due to fire ignited by its fuel. Compare primitive Exocet "gnome" with some of the Soviet liquid-fueled giant ASCMs like Shaddock, Sandbox, Shipwreck (sole ramjet powered), Kitchen or Kelt in this aspect! I am afraid one Sandbox hit (a ton of TNT plus huge but unknown amount of fuel) could destroy US supercarrier, buddy...

Molon Labe 11-23-07 01:42 AM

There is going to be innaccuracy either way. IMO, it is better to base the system on factors that we can account for well and accept the error from factors that are not accounted for, than it is to deliberately introduce error by using factors that we know we can't come close to getting right.

JamesT73J 11-23-07 04:23 AM

Also, if the fuel onboard is calcuated as a function of range, any missiles that have a terminal, unpowered trajectory will still get a fuel bonus despite the fact they shouldn't have any left.

LuftWolf 12-01-07 09:27 AM

Ping...

Been deep trying to earn some scratch... anyone with any ideas about DW mods should direct their inquiries at OneShot, TLAM Strike, or Molon Labe, who all collectively are in trust of LWAMI.

Hope to be back on station soon... really. :cool:

Of course, I'm sure everyone figured that out already... thanks for keeping the lights on guys.

Cheers,
David

Molon Labe 01-28-08 01:16 PM

Possible addon/change to database:

http://www.defensenews.com/story.php?F=3332377&C=navwar

Quote:

SOYING NAVAL BASE, TAIWAN — During a Jan. 24 media event sponsored by the Taiwan Ministry of National Defense (MND) at Tsoying Naval Base, journalists got an unexpected view of the new Hsiung Feng 3 (Brave Wind) anti-ship missile. Two HF-3 missile modular canisters were outfitted on the Perry-class 1101 Cheng Kung guided missile frigate at the weapon loading dock.
The discovery was made while journalists departed Tsoying on the 1207 Wu Chang, a La Fayette-class frigate, to participate in an anti-submarine warfare (ASW) exercise.
The sighting was clearly an oversight by MND officials, who reluctantly admitted the missiles were HF-3s. Officials described the outfitting of the Cheng Kung as a yearlong test phase for the HF-3. The two HF-3s outfitted on the Cheng Kung were flanked by two HF-2 modular canisters.
Sources said the Navy was planning to equip all seven Perry-class frigates and possibly six 500-ton Jin Chiang-class guided-missile patrol vessels with HF-3s. There have been unconfirmed reports the Navy also plans to outfit its 30 170-ton stealthy Kuang Hua-6 guided-missile patrol boats now under construction. Plans for coastal batteries of HF-3s also have been reported, but unconfirmed.
With a range of 150 to 200 kilometers at Mach 2, the HF-3 will be able to hit ships along China’s coast and possibly inland targets. The distance between Taiwan and China ranges from 220 kilometers at the widest point and 130 kilometers at the narrowest.
The new missile is one in a series of HF missiles developed by the military-run Chungshan Institute of Science and Technology (CSIST).
The HF-3 was officially unveiled to the public during the 10/10 National Day Parade in October. However, actual sightings of the HF-3 outfitted on naval vessels have been elusive. The outfitting clearly demonstrates Taiwan’s determination to go forward with the HF-3 program.
There has been pressure on Taiwan from the United States to abandon development of missiles capable of hitting China’s coast. CSIST also is developing the HF-2E land attack cruise missile, reportedly with a range of more than 500 kilometers.
The U.S. State Department has been campaigning to kill the HF-2E program, but MND officials have argued Taiwan needs an effective deterrent against China’s growing arsenal of more than 1,300 short-range ballistic missiles aimed at Taiwan.
The two-hour ASW exercise was designed to demonstrate the Navy’s ability to handle a blockade by Chinese submarines. The exercise included two La Fayette-class frigates, the 1206 Ti Hua and 1207 Wu Chang; the Dutch-built Hai Lung (Sea Dragon) submarine; three U.S.-built minehunters, the 1301, 1305 and 1306; two Taiwan-built Jing Chiang-class vessels, the 606 and 607; one Sikorsky S-70C ASW helicopter; and one S-2T Grumman Tracker ASW aircraft.
The exercise included depth charges dropped by Jiang-class vessels, which forced the enemy (Sea Dragon) submarine to the surface. The exercise included a demonstration landing aboard the Ti Hua by an S-70C helicopter.

Molon Labe 02-20-08 08:11 AM

I just noticed there is both a smoke "flag" in the DB and parts of the model called "exhaust." Which is responsible for those crappy white trails behind all the missiles? I was just thinking, whichever is responsible, it could be possible to use two models for many of these weapons, one with the smoke and one without. You'd use the model with the smoke during the boost phase, and use the 2-stage method spawn the smokeless model when it goes to cruise.

Maybe it's even possible to rework non-cruise missiles so that they burn up to their maximum speed until burnout and are then replaced by a smokeless, gliding model with an initial velocity but no thrust.

Another crazy idea: for "advanced" seaskimmers, would it be possible to use doctrine to create a popup attack profile? This might help get the CIWS to a level of effectiveness that isn't either 0% or 100% and could make these missiles' success in the sim a bit closer to their RL records--if it works, anyways.

LuftWolf 02-21-08 06:34 PM

Quote:

Originally Posted by Molon Labe
I just noticed there is both a smoke "flag" in the DB and parts of the model called "exhaust." Which is responsible for those crappy white trails behind all the missiles? I was just thinking, whichever is responsible, it could be possible to use two models for many of these weapons, one with the smoke and one without. You'd use the model with the smoke during the boost phase, and use the 2-stage method spawn the smokeless model when it goes to cruise.

Maybe it's even possible to rework non-cruise missiles so that they burn up to their maximum speed until burnout and are then replaced by a smokeless, gliding model with an initial velocity but no thrust.

Another crazy idea: for "advanced" seaskimmers, would it be possible to use doctrine to create a popup attack profile? This might help get the CIWS to a level of effectiveness that isn't either 0% or 100% and could make these missiles' success in the sim a bit closer to their RL records--if it works, anyways.

Generally speaking, trying to model advanced weapon function in DW is sketchy at best. Two stage weapons are limited because there is no way to pass along the initial presets to the second stage.

Amizaur experimented extensively with popups and determined they do not make the missiles any more effective against ships, and in fact make them much more vulnerable in DW. So that one is a no go.

Cheers,
David

Molon Labe 02-21-08 07:32 PM

Any chance you could import the LWAMI 4 UTK feature into the 3 series?

Edit: I just noticed that SLMMs have no narrowband signature while intransit. I think this is an unintended consequence of the fix that prevented them from having an SL while at rest. What if the base SL was 1? Would this allow it to have a NB signature while intransit while still preventing passive detection at rest?

alcaflux 02-29-08 06:50 PM

suggestion for future update LWAMI
 
I already enjoyed 3.08, but i think there still some room for improvements.

1. I think 600m turn radius for LA and SW in LWAMI 3.08 database is too big. I felt it's much better if we standarize all SSN turn radius to 500m (like Akula etc). I don't see any reason to make a bigger turn radius for LA and SW, either from technical aspect and game balance as well.

2. can you also add spanish navy and indonesia navy. Spanish navy have Agosta class subs (galema class) dan OHP class figates (santa maria class). And Indonesia navy have ex. Van-Speijk class (it's a Leander class originally built for dutch navy, after sometimes these ships sold to indonesia) and type 209 class submarine. I think because these ships and submarines had already presents in DW database, it's not very difficult to add them into new navy. I personally had already add Spanish and Indonesia navy into my LWAMI 3.08 database, nut i would like to see them included in future LWAMI update.

Blacklight 02-29-08 07:36 PM

I would really like to see "Collision Avoidance" work for ships that are together in a formation. Nomatter how far away you put those ships, they scatter when you shoot in their direction and then they try to reform the formation again. Unfortunately they don't see each other and crash into each other a lot while trying to reform. I don't know if this is a hard coded stock issue or something that can be fixed but this issue is really hampering a campagn I'm building and I've been having to really jump through hoops to get the formations to behave properly. I would REALLY like this looked at. :D *hint hint* :D

Reaper51 03-09-08 06:50 AM

I would really love to have the Kilo form Alfa Tau 3.1 in LwAmi. :yep:
See my last two posts in the DW screenshot thread to see why LwAmi really needs it.

On a side note, didn't Xabbarus make that?


All times are GMT -5. The time now is 06:09 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.