
Let's put this to rest once and for all....
LW/Ami SLMM lies in wait at 250 ft as a Sovremmenyy approaches.
LW/Ami SLMM exploding...
LW/Ami SLMM exploded.
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 ?
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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.
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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.