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-   -   SLMM/mobile mines (https://www.subsim.com/radioroom/showthread.php?t=99967)

ASWnut101 10-24-06 08:16 PM

SLMM/mobile mines
 
Is there a problem here?:

I fire mine from TT, it goes to destination and hovers 20 feet below the surface for-ever. I doesn't sink like it should. They won't explode unless on the bottom, as a AO passed by one that I shot, it came within 20 feet of the mine, nothing happened.

Any reason why?

ASWnut101 10-26-06 03:27 PM

Wow, 40 views and counting, yet not a single reply......:hmm:

Dr.Sid 10-26-06 04:00 PM

If I understand it correctly, SLMMs act wierd in stock DW. I can't tell, I don't play stock DW.
LWAMI modifies their behaviour a lot, and it seems to work OK. It was discussed few threads back.

ASWnut101 10-26-06 04:45 PM

Got a link to it?

Dr.Sid 10-26-06 04:52 PM

Check www.subguru.com, downloads section. There is just pretty everything there.


Narcosis 10-30-06 05:12 AM

Quote:

Originally Posted by ASWnut101
Got a link to it?

Here is the link under the heading


"SubMines - SLMM"

http://www.subsim.com/radioroom/sear...0&pp=25&page=3

goelfou 11-17-07 06:15 AM

Hello,

I had the very same problem with mines, my DW is US version patched 1.04.378 (no mods).

The mine hovers 20 ft from surface at its waypoint, and does nothing more, even if a ship (ownship or another) close in at several yards.

Can anyone acknowledge that it is a "normal" in version 1.04 too ?

Is there a fix for this problem specifically or do I have to install the full LWAMI mod to fix it ?


Thanks

Note : The link to the post "SubMines - SLMM" doesn't work...

Chock 11-17-07 07:08 AM

They exhibit much the same behaviour in my DW, and that has LWAMI on it. I had a Soveremmnyy (or however you spell it) hammer it past a line of four I'd supposedly blocked an inlet with, the ship doing about 31 knots. It went right in between two of them making more noise than a squadron of B-52s on a carpet bombing mission and they just sat there doing nothing. It was within about 30 feet of one of them, so it must have passed through the seeker cone, as it was pointing directly into the cone. the only thing I could possibly think of, is that some mines are intelligent in the way they trigger, i.e. they will let a certain number of ships past before they detonate, as this makes sweeping and detecting them trickier. There are all kinds of variations on this theme where mines are concerned. however, I doubt that is the issue here, I think they are just defective, unless someone knows otherwise.

They're about as much use as a chocolate fireguard as far as I can see.

:D Chock

Molon Labe 11-17-07 10:49 AM

:/\\chop Let's put this to rest once and for all....

LW/Ami SLMM lies in wait at 250 ft as a Sovremmenyy approaches.
http://home.insightbb.com/%7Enotenou...lwamimine1.JPG

LW/Ami SLMM exploding...
http://home.insightbb.com/%7Enotenou...lwamimine2.JPG

LW/Ami SLMM exploded.
http://home.insightbb.com/%7Enotenou...lwamimine3.JPG

Does that settle it?

Quote:

Originally Posted by goelfou
Is there a fix for this problem specifically or do I have to install the full LWAMI mod to fix it ?

SCS has not bothered to fix SLMMs/mobile mines in any patch so far. I am not aware of any standalone mods to fix it.


Quote:

Originally Posted by Chock
hey exhibit much the same behaviour in my DW, and that has LWAMI on it. I had a Soveremmnyy (or however you spell it) hammer it past a line of four I'd supposedly blocked an inlet with, the ship doing about 31 knots. It went right in between two of them making more noise than a squadron of B-52s on a carpet bombing mission and they just sat there doing nothing. It was within about 30 feet of one of them, so it must have passed through the seeker cone, as it was pointing directly into the cone. the only thing I could possibly think of, is that some mines are intelligent in the way they trigger, i.e. they will let a certain number of ships past before they detonate, as this makes sweeping and detecting them trickier. There are all kinds of variations on this theme where mines are concerned. however, I doubt that is the issue here, I think they are just defective, unless someone knows otherwise.

They're about as much use as a chocolate fireguard as far as I can see.

You neglected to mention the depth they settled at. Detonation of an SLMM/mobile mine is a function of proximity, not noise levels or seeker cones. So naturally the deeper you plant them, the closer you have to get. (The Sov above was probably about 75yd away horizontally, 250 ft vertically.)

The situations in which you'll be able to get close enough to hit a specific ship in DW are practically nil,though. That isn't a problem with the mine, that's a problem of expectations. Mines are strategic weapons that do the most damage through psychological, not explosive, force. If you put enough of them in a high traffic area, maybe you get a hit, maybe you don't, but as long as your enemy believes the mines are there that area of sea is essentially shut down. There's really no way to model this in a tactical level sim.

Chock 11-17-07 11:15 AM

Quote:

You neglected to mention the depth they settled at. Detonation of an SLMM/mobile mine is a function of proximity, not noise levels or seeker cones. So naturally the deeper you plant them, the closer you have to get. (The Sov above was probably about 75yd away horizontally, 250 ft vertically.)
That's the point, they don't settle at any depth, they stop and stay at the depth they are fired at. In the example I quoted, that was with my sub at a depth of 18, this being the depth they transited to the area at. Having done that they came to a halt at that depth, and stayed at that depth, the ship passed within approximately 30 feet laterally of it and the water was only 13m deep at that point anyway, so it most definitely was not 250 feet vertically nor 75 yards. I've watched it with 'Show Truth' on and repeated it a few times too, and frankly if it was any closer, it would have hit the thing, let alone set off a proximity fuse or magnetic anomaly field detector. I know what sets them off incidentally, I was merely describing the noise level to indicate just how close the thing was when it passed. Believe me, I would love it if they worked as in your pictures, but they don't when I use them, simple as that.

:D Chock

Molon Labe 11-17-07 11:29 AM

Quote:

Originally Posted by Chock
Quote:

You neglected to mention the depth they settled at. Detonation of an SLMM/mobile mine is a function of proximity, not noise levels or seeker cones. So naturally the deeper you plant them, the closer you have to get. (The Sov above was probably about 75yd away horizontally, 250 ft vertically.)
That's the point, they don't settle at any depth, they stop and stay at the depth they are fired at. In the example I quoted, that was with my sub at a depth of 18, this being the depth they transited to the area at. Having done that they came to a halt at that depth, and stayed at that depth, the ship passed within approximately 30 feet laterally of it and the water was only 13m deep at that point anyway, so it most definitely was not 250 feet vertically nor 75 yards. I've watched it with 'Show Truth' on and repeated it a few times too, and frankly if it was any closer, it would have hit the thing, let alone set off a proximity fuse or magnetic anomaly field detector. I know what sets them off incidentally, I was merely describing the noise level to indicate just how close the thing was when it passed. Believe me, I would love it if they worked as in your pictures, but they don't when I use them, simple as that.

:D Chock

Normal LW/Ami operation of for the mine to decend to just above the floor, as you can see in the pictures above. Normal stock behavior is for the weapon to overshoot its waypoint, stay at the launch depth, and eventually hover there and do nothing. So what you're describing perfectly matches stock DW activity.

I'll check to see if being in 13m of water screws with the Mobile Mine (I'm assuming that you're using a russian boat since you gave the depth in meters), but for the time being it really looks like your experience was without the mod enabled or with some other weirdness going on. LW/Ami mines have proved quite reliable as long as the floor isn't extremely sloped.

EDIT: WTF man? How could the mine have stayed at the launch depth of 18m and been planted in water 13m deep!!!!? If what you say is true, that mine was 5m underground!

EDIT 2: OK, no matter what depth you fire an SLMM from, it goes up to just below the surface. This means you don't need to worry about your launch depth; you can fire deep and the mine will be able to plant someplace shallower than you. So the firing from 18 into 13m shouldn't be a problem. Just got a successful hit on the same Sov in 80ft of water. Now for the Mobile Mine...

Chock 11-17-07 12:09 PM

To clarify things, it's the Russian Rebellion mission where you are in the 'Akula', or Pike to be more accurate, and you have to drop off the special forces, of course you are supposed to ID the bad guys and prevent a breakout from the harbour too, so at the manual periscope depth of 18m, I'm launching four mines to four waypoints in a row from the centre of the exit channel to the left where the ships come out, leaving me just enough room to scrape past the mines on the right, into the harbour if I have to, so I would have thought a mine detonation should be money in the bank for something like that. The depth there is 13m at its shallowest up to about 23 metres at the deepest and the mines seem to stop at a depth of (approximately) 4 or 5 metres, i.e. nearer the surface than the sea bed. They just sit there and have no effect. I could torpedo the boat of course, but it's kind of annoying that i seem to have mines from Walmart:rotfl:

:D Chock

Molon Labe 11-17-07 12:14 PM

Here's the LWAMI Mobile Mine in a 14m channel:

http://home.insightbb.com/%7Enotenou...lwamimine4.jpg

That's got to be my favorite mine screenshot since you can see the mine exploding from the surface. :up:

Molon Labe 11-17-07 12:16 PM

Quote:

Originally Posted by Chock
To clarify things, it's the Russian Rebellion mission where you are in the 'Akula', or Pike to be more accurate, and you have to drop off the special forces, of course you are supposed to ID the bad guys and prevent a breakout from the harbour too, so at the manual periscope depth of 18m, I'm launching four mines to four waypoints in a row from the centre of the exit channel to the left where the ships come out, leaving me just enough room to scrape past the mines on the right, into the harbour if I have to, so I would have thought a mine detonation should be money in the bank for something like that. The depth there is 13m at its shallowest up to about 23 metres at the deepest and the mines seem to stop at a depth of (approximately) 4 or 5 metres, i.e. nearer the surface than the sea bed. They just sit there and have no effect. I could torpedo the boat of course, but it's kind of annoying that i seem to have mines from Walmart:rotfl:

:D Chock

Well, after trying this in a variety of depths, it really seems like your mod isn't enabled. In all cases, every mine fired in these tests decended to just above the floor. The only time a mine hovered as you're describing was when I ran a test with the mod disabled.

Chock 11-17-07 12:21 PM

I notice the range on your map inset there. In my case, the 'selection box' of the target ship was actually overlapping the mine icon on the tightest zoom setting, i.e. it was much closer than your picture depicts, but still no effect, so I'm at a loss as to explain why it didn't go off, like I said, if it had been any closer, it would have actually hit the thing.

Nice pic by the way, only wish I could get one:rotfl:

:D Chock


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