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-   -   LuftWolf and Amizaur's Weapons and Sensors Realism Mod (https://www.subsim.com/radioroom/showthread.php?t=83132)

Gorshkov 05-02-07 10:49 AM

Quote:

Originally Posted by LuftWolf
Quote:

Originally Posted by Gorshkov
Hello again Lufty, old bungler!

Something is wrong with fuses of Russian wakehomers in your mod! Such torpedo can swim through ship's hull without detonation. Only if it hits hull's center, explosion takes place.

Any explanations, buddy? :hmm:

No, the wakehomers work fine... the way the have been working for 1.5 years.

Try again.

Not necessary to try again!

If you think they "work" fine, it means your understanding of "working fine" is slightly dorky in that matter, pal! :rotfl:

GrayOwl 05-02-07 01:13 PM

Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by LuftWolf
Quote:

Originally Posted by Gorshkov
Hello again Lufty, old bungler!

Something is wrong with fuses of Russian wakehomers in your mod! Such torpedo can swim through ship's hull without detonation. Only if it hits hull's center, explosion takes place.

Any explanations, buddy? :hmm:

No, the wakehomers work fine... the way the have been working for 1.5 years.

Try again.

Not necessary to try again!

If you think they "work" fine, it means your understanding of "working fine" is slightly dorky in that matter, pal! :rotfl:


Probably torpedo with defect - maybe props By curve ?:hmm:

Torpedo following has got can be good! :rotfl: :rotfl:

Gorshkov 05-02-07 04:31 PM

Quote:

Originally Posted by GrayOwl
Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by LuftWolf
Quote:

Originally Posted by Gorshkov
Hello again Lufty, old bungler!

Something is wrong with fuses of Russian wakehomers in your mod! Such torpedo can swim through ship's hull without detonation. Only if it hits hull's center, explosion takes place.

Any explanations, buddy? :hmm:

No, the wakehomers work fine... the way the have been working for 1.5 years.

Try again.

Not necessary to try again!

If you think they "work" fine, it means your understanding of "working fine" is slightly dorky in that matter, pal! :rotfl:

Probably torpedo with defect - maybe props By curve ?:hmm:

No defect. All wake-homing torpedoes in DW+LWAMI (65-76, 53-65K) have been acting like this many times so far! Maybe Lufty lowered sensitivity of their detonators too much? Anyway it looks pretty comically...torpedo penetrates across ship like a ghost. :)

LuftWolf 05-02-07 05:01 PM

If you say so... :p

Cheers,
David

Gorshkov 05-03-07 07:29 AM

Quote:

Originally Posted by LuftWolf
If you say so... :p

I woudn't have to say so if you weren't blind! :rotfl:

OneShot 05-03-07 08:05 AM

Could some of the Moderators step in here please. This namecalling is kinda annoying and this thread is constantly moved OT.

@Gorshkov : If you have valid critique or found some bugs - great. But do not simply post anything without providing some facts and test results. Screenshots are quite helpful not to mention your results of a number of tests. If you want to be taken seriously you should try to act seriously and not like a 12 year old.

Cheers
OS

TLAM Strike 05-03-07 12:21 PM

Quote:

Originally Posted by LuftWolf
If you say so... :p

Cheers,
David

More importantly I say so. I've seen the 53-65K series weapons pass through the bow or stern of a target many times as they aimless cercle the target (since they seem to lack the turning capablity to hit it when fire at 90 degree angles). The center of the model (below the waterline) is where all weapons detonate and where a ship's noise is generated. :damn:

LuftWolf 05-03-07 01:40 PM

Quote:

Originally Posted by TLAM Strike
Quote:

Originally Posted by LuftWolf
If you say so... :p

Cheers,
David

More importantly I say so. I've seen the 53-65K series weapons pass through the bow or stern of a target many times as they aimless cercle the target (since they seem to lack the turning capablity to hit it when fire at 90 degree angles). The center of the model (below the waterline) is where all weapons detonate and where a ship's noise is generated. :damn:

If you don't fire the wakehomer so that it catches the wake of the ship and approaches it from the rear, the shot is going to miss.

From everything I've seen testing the sim, this is appropriate in the larger context of DW.

If I were to make the wakehomers all aspect, as they are in stock DW, they will no longer be wakehomers and will once again be all aspect weapons, capable of sniffing the bow of a ship from hundreds of yards away. This is exactly what was FIXED from stock DW.

We all know the collisions in DW are a little bit wonky when it comes to weapons. This is what you are seeing here, not an error with the wakehomers.

And again to remind everyone, this was set about 1.5 years ago, so I'm a bit skeptical about changing it now.

Cheers,
David

PS Hey TLAM, do you want to import the SCX platforms into LWAMI? The job is yours if you want it.

Molon Labe 05-03-07 02:21 PM

Quote:

Originally Posted by TLAM Strike
Quote:

Originally Posted by LuftWolf
If you say so... :p

Cheers,
David

More importantly I say so. I've seen the 53-65K series weapons pass through the bow or stern of a target many times as they aimless cercle the target (since they seem to lack the turning capablity to hit it when fire at 90 degree angles). The center of the model (below the waterline) is where all weapons detonate and where a ship's noise is generated. :damn:

That is every weapon (including missiles) in DW. The mod has nothing to do with it.

Gorshkov 05-04-07 08:37 AM

It seems I am not a sole person who "has" visual hallucinations as Lufty suggested! :rotfl:

Gorshkov 05-04-07 11:02 AM

Quote:

Originally Posted by Molon Labe
That is every weapon (including missiles) in DW. The mod has nothing to do with it.

I checked myself what Molon wrote above and I must acknowledge this. Also in stock DW game the 53-65K wakehomers act equally daffy.

Could you improve this bug in LWAMI, Lufty?

TLAM Strike 05-04-07 11:25 AM

Quote:

Originally Posted by LuftWolf
If you don't fire the wakehomer so that it catches the wake of the ship and approaches it from the rear, the shot is going to miss.

Hmmm I fired from 90 degrees off their bow, dead center, at a stationary target, a text book shot as they say. and they don't always aquire hit home. They tend to just cercle constantly missing the target. Ok A) the weapon should just just detonated when it impacted the hall and B) it should NOT have contiued trying to hit the target!

LOL

Luft if you say your from BuOrd and it my fault I'll kill you! :p

Quote:

We all know the collisions in DW are a little bit wonky when it comes to weapons. This is what you are seeing here, not an error with the wakehomers.

And again to remind everyone, this was set about 1.5 years ago, so I'm a bit skeptical about changing it now.

Cheers,
David
Yea its a problem with all weapons. :-? I think its up to SCS to fix it. :cry:

Quote:

PS Hey TLAM, do you want to import the SCX platforms into LWAMI? The job is yours if you want it.
Well I don't have all the SCX platforms (deleted the last verson of it from my HD a long time ago, leaving me with an old backup I made when it was still SCX V1.0), I don't have an internet connection at home to get them or a way to send the DB and files back out once I import them. I would if I could, sorry... :damn:

LuftWolf 05-04-07 01:37 PM

Oh I have everything you need.

I can mail you a CD-RW to your mailing address if you'd like, and you can send it back to me when you are finished. :)

Cheers,
David

PS If you fire a ***wakehomer*** at a stationary target, OF COURSE it's not going to work! If I wanted to model the weapons like dumb torpedoes, there's a few other things I'd have to do to make it work... like Thomas did with the Mk 8's in SCX.

LuftWolf 05-04-07 01:40 PM

Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by Molon Labe
That is every weapon (including missiles) in DW. The mod has nothing to do with it.

I checked myself what Molon wrote above and I must acknowledge this. Also in stock DW game the 53-65K wakehomers act equally daffy.

Could you improve this bug in LWAMI, Lufty?

Sorry, there's not much I can do about this... it's hardcoded in the NavalSimEngine.

Cheers,
David

Gorshkov 05-04-07 04:25 PM

Quote:

Originally Posted by LuftWolf
Quote:

Originally Posted by Gorshkov
Quote:

Originally Posted by Molon Labe
That is every weapon (including missiles) in DW. The mod has nothing to do with it.

I checked myself what Molon wrote above and I must acknowledge this. Also in stock DW game the 53-65K wakehomers act equally daffy.

Could you improve this bug in LWAMI, Lufty?

Sorry, there's not much I can do about this... it's hardcoded in the NavalSimEngine.

What a pity! So we must watch at ghost-like target ships until SCS fixes this bug. :shifty:

A have another two questions:

1. Simulating of dumb torpedoes behavior in DW would be useless because neither accessible in game submarine platforms nor human players don't possess impact point calculating instruments, found in SH III for example. Am I wrong?

2. Would you mind giving me approximate target's wake detection ranges versus target speed for 65-76 and 53-65K torpedoes, if you have such ones, Lufty?


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