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Old 02-05-07, 05:06 AM   #53
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
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Couple more things for 3.06 done and done.

-I made sure the UAV has the correct doctrine... I'm not sure I mentioned this before but this has been fixed for some time. So, in other words, the UAV should work fine for missions, they'll behave like any other aircraft in fact.

-I've added variable decoy logic to the most advanced sea-skimmers in the game, to make chaff 50% less effective for these missiles than for other missiles. The missiles improved by this change are the SLAM-ER, TASM, Harpoon, and SS-N-25. Chaff for these missiles will be 12.5% effective, whereas it is 25% effective against other missiles. Thank you to Mau for suggesting this, and being very persistent about missile and FFG related issues in general. I do agree, the FFG looks much better with the TA and Nixie on the correct sides of the model.

-I've altered the way AI units set the search depths on torpedoes to make them fire torpedoes under layers more often when firing at submarines.

-Also for the torpedoes, I've imported the ASuW Safety feature from LWAMI 4.xx. The safety is set by default, meaning the weapon will not engage surface ships or any surfaced submarines. When you want to disable the safety for use against surface ships, set the ceiling to 60ft or less (18m or less when on an PLAN or Russian vessel) and the torpedo will home on surface targets, although it is recommended you set the ceiling more shallow than this if you want to engage surface targets because the ceiling still acts as a hardcap on torpedo depth control in this version. The AI will utilize the safety when firing at submarines, although this is not always the case, particularly if the submarine is shallow.

-I've also updated the freighter dimensions like I should have some time ago and also fixed the fast infiltration craft so they no longer fly and do other random things, although as part of the fix, I had to remove their sound vs. speed curves, so they are perpetually very loud. I had no way around this unfortunately.

Cheers,
David
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Last edited by LuftWolf; 02-05-07 at 05:18 AM.
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