![]() |
Anti-Ship Missiles never showing up on Radar?
Now, I do not know what is going wrong, but the AS-4 Kitchen missiles launched by the TU-22 backfire are no longer showing up on radar ever! They just hit my ownship and I am dead every time. This is in the OHP N. Atlantic Convoy mission.
Now here is the weird part - they used to show up on my radar and I could target them with the SM-2's, and that is the only way to get a fighting chance against them. So what happned? Is my game broken? Why would it work for several missions over (This mission had me stumped for a bit until I figured out you could drop an active DICASS and that would keep the enemy subs off your ships for a while), and then all a sudden not work, or should I say whyare the Kitchem missiles no longer showing up? -S PS. Yes, I successfully completed this mission, but upon replay, I'm screwed. I have successfully shot down the kitchens in previous missions, but I can't anymore! I have both air search and surface search radars on. PPS. They used to show up about 40 nm out too, which doesn't give much time to react, but it is better than no time to react! The only warning they are coming now that I get is a ESM warning. |
Well .. they fly just over the sea, they are hard to detect. Didn't you have helo airborne last time ? That can help.
But if it is the same mission I think it is, it is good idea to have radar off. Tu-22 detect you right by your radar. If you stay 'quit', Tu-22 will never fire. |
Weird ... did you make any changes between this and the last time it worked? Added a mod or whatnot?
|
Quote:
Shouldn't a surface search radar pick these things up at least at 40nm? -S |
Quote:
-S |
Quote:
|
Hmm...Well It looks like your Database and Doctrine files r somehow damaged/messed up....maybe reinstall wil help!? :up:
|
From the beginning I had trouble picking them up before they went boom.
Keeping my radars off had it launch its missiles to enable very early, which helped a lot. What was the weather like there? Was it raining? |
Put your R2D2 (CIWS) on auto. If it behaves anything like it does in real life it will be able to take out at least two of those ASM's as long as they are approaching your ship from the same direction.
The SM-2 loads so slowly in the game that - I at least - can usually only knock down one or two incoming ASM's with it (but I don't play the Perry very well). I wonder about this. I've got limited real life experience with Perry's and I know they use a single launcher but I watched the USS Turner CG-20 (since decommissioned I believe) load and fire a missile off their dual launcher about every 10 seconds once. It's kinda cool to watch that launcher spin around, go vertical and line up with the missile door. The door opens, a missile rises up out of the deck to meet the launcher and then the launcher rapidly points where it is supposed to and another missile is leaving a billowing white trail of acrid smoke as it leaves the rail much more quickly than it happens in the game on the Perry launcher. Happens very fast. At the time (early 80's) the Turner's FC system could have 10 missiles in the air at once (theoretically). Believe it or not your 76mm gun has a chance at shooting down a missile (maybe not in the game). When I was stationed in Charleston, SC a Perry did this against a practice missile once IRL - they got very lucky (at least that was the official story). On the other hand I watched the USS Pratt get hit by a practice missile back in the late 70's when the Sea Sparrow's (2) they launched against it missed (put a nice hole in the port side of CIC). The practice missile wasn't supposed to hit - they were programmed to turn away at a specific distance. Hmmmm. I wonder if the Navy still uses practice missiles for ships to shoot at. DW is a pretty fun game (especially online) and I am enjoying it immensely but I continue to find things in it that are - well - annoying, like torpedoes locking on shrimp and detonating amongst them, returning a wire guided torp to pre-enable and still hearing the torp ping (it should stop), link data coming from civilian units (I don't care if they are on the same side), hearing the ping of a torpedo that is 8000 yards away and pointing away from you, getting a TIW message when a Seawolf launches (seawolf uses swim out tubes - torps don't eject with a big ole air slug - there is no transient with a Seawolf), getting a TIW message even when the firing platform is 20K yards away or more and all that is subs, AI units running aground, AI units killing their own side. I haven't even really looked into the Perry or Helo's seriously yet. I wonder how that will go. |
The most magic of DW comes from multiplayer .. then AI troubles are gone .. and other bugs are part of the game.
On the other side, multiplayer games takes TONS of time. And time is money, right ? |
Quote:
|
We still have ShootEx's with drones. Our ship missed with the first missile but clobbered the drone with a skin hit with second one. :up: And btw - MK13 ctcles waaay quicker than in DW ! :88) like 2-3 secs
|
Quote:
Quote:
|
Quote:
If you want a pic surf over to navsource.org and look for CG-16 to 24. Someone should suggest to Jamie that the MK13 and SVTT load times be cut in half or something becasue the FFG is really at a disadvantage... :hmm: |
Actually the SVTT reload times are pretty close since they have to be reloaded by hand. The torpes have to be taken out of rack onto carriage wheeled to tube then shoved in. And belive me there aint nothing "lightweight" about them :o
|
Quote:
Quote:
Quite annoying bug this one, that's right, but all new and won't live long I'm sure. Quote:
Except from 1.03, ping of torp is absolutly NOT bugged. You will hear, ALWAYS AND ONLY the ping if you are in the cone of the seeker of the weapon, and in no other way. I suggest you install the LWAMI MOD if you want the best realism settings (specific size for cone seeker size and range for each torps, on the opposite of stock DW with much bigger range and all the same seekers for any torps), because, as it was already said, there is some gameplay sacrifices made by SCS for gameplay purpose. So, If you want to stop complaining about irrealistic things ... just install LWAMI MOD ... it is made for that .... Quote:
... but a 4 to 6 meters long piece of metal, half meters large, entering at fast speed (0.2 seconds for the complete ejection on an Amethyste for example) in the water will ALWAYS make a real BIG noise. Anyway, on the opposite of what you see in DW, the weapon launch never waste air reserves away.The compressed air is used to push a steam and so is not released in the water. You served on a 688 where it is the same process :roll: There is TIW on Seawolf launch as there is TIW on every submarine platform launching torps. About surface launch ... they should certainly be more quiet ... even if not completly stealth. Quote:
I don't find this illogical as layer are very strong now in DW. Quote:
It's the mission designer work to avoid this, using the script pathfinding and avoid collision when necessary. Suggest you change your mission designer :lol: Quote:
This happen most usually when a HUMAN just forgot to ID itself (coming on the link) before engaging ennemy, and when beeing to close to a friend => the friend hear launch without any ID of the launcher, so he is scared, and that's completly normal. Suggest you ID yourself, as you will do IRL, before engaging ennemy, and you won't have anymore this problem. Most bug you reported are gameplay feature, and you just could avoid them by using the LWAMI MOD. The only real bug you reported concerning the torpedoes ping, who is bugged at this time and wasn't before 1.03. I'm pretty confident this problem is going to be solved soon. |
Is it confirmed that layer can hide TIW ? I know it could in SC. I know it could not in DW 1.02. I once got TIW when helo dropped torpedo was still in the air. I know about cases where you could not get any clue about distant torpado on sonar, but you got TIW anyway. I guess at least 1.02 TIW modeling was VERY simple.
|
Quote:
What does it mean : when engaging surface warship, you better fire your torps under the layer with depth above layer. This way, the warship won't hear the TIW until the torp enable to reach the above layer. very efficient. Now, as you could be blind about a contact at 3 miles in the other layer, you also could miss a very close TIW in the other layer. In the other hand, you could have a VERY distant TIW for a torp launched in the same layer as you. Especially if both are in the upper layer of a surface duct with good SNR. |
Yea the layer works great now. Just the other day in my Kilo Imp I sneaked right next to an AB DDG and gave him three 53-65s from about a half mile away, I don't think he even had time to evade.
I had an evil grin on my face the whole time⦠:rock: |
I mean .. I understant that it should be like that .. but did you test all these situation ?
|
All times are GMT -5. The time now is 01:08 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.