Thread: SubMines - SLMM
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Old 10-02-06, 12:23 PM   #8
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
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A follow up

LW/Ami 3.02 readme
Quote:
SLMM and Mobile Mine—A fix that makes both stop making noise after they have cut out their propulsion has been applied, and are no longer useful as decoys in any sense, at least not against active torpedoes. Both mines will now actively try to find and hold their position, and will be reliably on target. This make them effective weapons within their constraints (300ft for SLMM and 450ft for Mobile mines, the range of their seekers, and the weapon will shutdown below 600ft, as these are shallow water weapons), which they were not in the stock game. Do not try to use them on a steep slope.
So, that torps aren't exploding on mines should be expected. This is a cheat available in the stock game that has been removed in the mod.

Be sure that you are using them within the depth limitations. Otherwise, they will not function properly.

In my example, I wasn't using them on a steep slope, but it gives a possible explanation for why two of my mines disappeared. There might be some tweaking that can still be done to help the reliability, but for the most part mines to work with the mod.

@MRam, I hope you were using the modded game. IIRC, in the stock game, mines never worked in the first place because they were programed to sink to the bottom. The game removes all objects (e.g., killed platforms) that sit on the bottom.
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