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-   -   WakeHoming Torpedo - Bug (https://www.subsim.com/radioroom/showthread.php?t=138347)

GrayOwl 06-19-08 04:08 AM

WakeHoming Torpedo - Bug
 
:down:
100% bug find out…
It is easy to check up in LAN of a network.
The defect is present at all versions of game and any patches have not corrected it.

Wakehoming of a torpedo do not work against the ships which control by the player!
The torpedo never finds out a trace of the contollable O.H.Perry.
The Wakehoming torpedos work only against AI of the ships, but never will be guided on the ship of the player.
Somebody has met it bug?

It seems that this game consists only of one bugs

Gorshkov 06-19-08 10:22 AM

Quote:

Originally Posted by GrayOwl
:down:
100% bug find out�
It is easy to check up in LAN of a network.
The defect is present at all versions of game and any patches have not corrected it.

Wakehoming of a torpedo do not work against the ships which control by the player!
The torpedo never finds out a trace of the contollable O.H.Perry.
The Wakehoming torpedos work only against AI of the ships, but never will be guided on the ship of the player.
Somebody has met it bug?

It seems that this game consists only of one bugs

My good advice: Call to LW and ask him for adding passive sonar seekers to all wakehomers. Supposedly at least 65-76 should have it.

GrayOwl 06-23-08 05:26 AM

[/quote]My good advice: Call to LW and ask him for adding passive sonar seekers to all wakehomers. Supposedly at least 65-76 should have it.[/quote]

It is the hardcoded mistake in the engine of game.
LW Is not capable it to correct this bug.:damn:
If to put a passive sensor control on wakehoming torpedos that it any more will not be WAKEHOMING of a torpedo. It will be a simply PASSIVE TORPEDO.
Besides - the wakehoming torpedo has absolute other mechanics of battle work, and it is adjusted by the engine of game instead of presence of a sensor control in a torpedo or in doctrine corrected.:dead:

:know: Also - in the mod LWAMI 3.08 torpedos work with bugs.
For example, launch a torpedo UGST in an active mode, at this torpedo TWO sensor controls the active and passive sensor control simultaneously work.
You can check up it using debugger utilite.
Start UGST in an active mode, and you will see that the target will be found out by a PASSIVE sensor control, instead of ACTIVE.

Gorshkov 06-23-08 08:49 AM

Quote:

Quote:

My good advice: Call to LW and ask him for adding passive sonar seekers to all wakehomers. Supposedly at least 65-76 should have it.
It is the hardcoded mistake in the engine of game.
LW Is not capable it to correct this bug.:damn:
If to put a passive sensor control on wakehoming torpedos that it any more will not be WAKEHOMING of a torpedo. It will be a simply PASSIVE TORPEDO.
Besides - the wakehoming torpedo has absolute other mechanics of battle work, and it is adjusted by the engine of game instead of presence of a sensor control in a torpedo or in doctrine corrected.:dead:
LW created some experimental LWAMI 4.xx mod which utilizes many advanced torpedo control features. That is why I think something could be improved with torpedo doctrines. Once LW blustered here that he can make both wake-homing and active/passive USET-80 torpedo sensors. So, it is real I am sure!

Quote:

Also - in the mod LWAMI 3.08 torpedoes work with bugs.
For example, launch a torpedo UGST in an active mode, at this torpedo TWO sensor controls the active and passive sensor control simultaneously work.
You can check up it using debugger utility.
Start UGST in an active mode, and you will see that the target will be found out by a PASSIVE sensor control, instead of ACTIVE.
Maybe LW messed something with torpedo sensor activation rules. If torpedo is set to active, so only active sensor should work all the time. The main question is whether more than one sensor can work simultaneously???

What debugger utility have you used?


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