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Old 05-21-06, 04:33 PM   #208
Amizaur
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Join Date: Nov 2002
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Quote:
Originally Posted by Molon Labe
2 of 6 UGSTs I fired in a test circled instead of running out on the assigned snapshot bearing.
can't believe something like that could have been be missed... have to check playtest one version of torpedo mod, what happens for snapshots.
My test versions of mods always worked perfectly... zero problems.

Quote:
I had no indication when wires were broken other than that, some time after ordering turns, the torps had not in fact turned.
There will be no other indication... we can't just generate a message for player from docrine... the only way to know that "wire is broken now" is that it doesn't respond to control inputs anymore.

Quote:
I was able to shut down the second torp, and probably would have done so in game without even realizing that the wires had ever been cut.
I don't think it's possible to avoid this, shutdown is an instantly and irreversibly working command, it shutdowns at once and we can't do anything with that as long as "real" game wire (the one you cut by closing doors) is not cut. Probably there will always be possible to shutdown such torpedo. Sorry... it's only workaround... for real more realistic wire, ask the Sonalysts... this is the best we can do by modding probably - realistic wire with length and limitations, but no "wire broken" message and always possible to shutdown torpedo...

Quote:
They didn't react, indicating broken wires. Since they couldn't be resteered on target, there was no reason not to shut them down.
Did you preenable them first ? Maybe they lost their target (CM?) and continued ahead, as torpedos in DW sometimes do. If you preenabled them, and they still didn't react, then maybe the limitations on launching platform programmed by Luftwolf were triggered ? A a session with DbgView active to see debugoutput comments from torpedo and wirewatch doctrines would say what is happening.

LW, I wonder that maybe first all should feel familiar with original ATC mod controls and limitations (wire broken only by exceeding wire range), and only then - when all works ok and people know how to use it, then add the more advanced limitations and triggers for ownship maneuvering ?

For now, Molon had non-responding torpedo, and he didn't knew if it's a bug, or wire was broken by his ownship maneuver (with experimental conditionals for "break" detecting).

Quote:
I think the shutdown problem is not something that can be so casually overlooked as previously anticipated.
Unfortunately, I don't know any way to prevent shutdown possibility. But - what's the problem ?? That a player can shutdown (kill) his own torpedo even though it's supposed to be out of control ? What profits from that ? How could one exploit this ? The only thing that comes to my mind is that he avoids beeing killed by his own torpedo in some hard to imagine situation, and that he can avoid killing a friendly.civilian outside wire range. Maybe assume this is torpedo's internal safe mechanisms that prevents it from killing friendlies ? Or maybe just don't use shutdown button, if torp is non responding (so out of control). When torp is out of wire range, you can't resteer it, enable or preenable (LW fixed this bug), the only thing you can do is shutdown it "illegaly"... is that so bad ?

P.S. Took a 688 and fired few ADCAPs at targets and snapshots. No circling torpedos, all gone for snapshot bearing correctly. But... there seems to be something wrong with playtest one torpedo mods, LW... Two times after passive (one click and I'm sure passive, becasue it didn't pinged at me) enable, torpedos DIDN'T slow down to 40kts !!! Stayed at 55kts in passive mode. Wrong. Have to hunt it down tomorrow with DbgView, maybe there is some syntax error, were they checked with DoctrineChecker ?

P.S.2. I see - after passive enable

Preenablespeed = 40, ok
Setspd Preenablespeed - ok

but only once... :hmm: in fact the setspd command IS given and clearly doesn't work... but this sometimes happens in DW. That's why normally the setspd order is repeated every second. maybe setsped preenablespeed should be repeated every in turn is passive mode, too...? But that's for tomorrow.

and, LW - just after launch, my ADCAP detected his ownship at few yards with visual sensor, as it should.

[1752] NSE: Improved LA SSN detected by Mk 48 ADCAP Torp with Visual at rng 35

OK. But one second later...

[1752] NSE: Kuznetsov CV detected by Mk 48 ADCAP Torp with Visual at rng 117053
[1752] NSE: Kirov CGN detected by Mk 48 ADCAP Torp with Visual at rng 111676
[1752] NSE: Sovremenny DDG detected by Mk 48 ADCAP Torp with Visual at rng 105709



I see this visual sensor has almost unlimited range... Are you sure it is needed ?? When a target is detected, it's stored im memory as long as it's not dropped, even if it's no longer seen by any sensor. This was the case of Maverick missile bug - target was handed to missile at start, and then it homed on it even though it was NEVER detected by ANY missile sensor ! Not seen, but kept in memory and homed on. So it's probably not needed to see the ownship all the time, it should be enaugh that you detect it once and never drop. Try to give this visual sensor a 100yds range, I think it should still work, and don't detect everything on the map every few seconds :-). And WireWatch doctrine could be even shorter (no need for rejecting other targets). And sensor maybe could be rear-facing.

(edit: but if a torped passed withing 50yds from something (CM? sub?) then it would acquire it, even with rear-facing sensor... so maybe rejecting false targets would be still needed, just the sensor would not detect everything on map and slow down the game).

Try to make WireWatch sensor 50-100yds limited and say me how it worked :-)
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