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Old 09-23-05, 01:21 PM   #14
Amizaur
Sonar Guy
 
Join Date: Nov 2002
Location: Poland
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nice thing to hear, thanks !

by the way - beta of Maverick missile fix, missile doctrine changed to make Maverick unable to attack submerged and fast/high flying airborne targets, it's stand-alone mod:

edit: the fix will not prevent player from firing a missile on submerged or air target, but the missile will abort immediatelty and won't guide to it.
I also think about reducing Maverick seeker cone, it's not used at all for human player missiles and can lead to missile locking incidentally on unintended target. In real life Maverick is lock-on-before-launch, and if loses a lock, chances for reacquiring another target accidentaly are rather very small. But I'm not sure how are AI launched Mavericks guided, if they get "magic lock-on" from launching platform too or maybe need a working seeker to find target on their own...

http://members.chello.pl/m.ostrowski...ickFixBeta.zip

And two doctrine mods used in Lw&Ami mod, they were designed as stand-alone doctrine mods so here they are - can be used in stock version of the game without problems:

Torpedos Not Detonating on CMs mod:

http://members.chello.pl/m.ostrowski...natingOnCM.zip

Torpedo doctrine mod preventing AI from non-intentional sinking surface ships with ASW torpedos (though not work for supertankers and carriers, torp "safe" ceiling would have to be changed to over 170ft to make them safe):

http://members.chello.pl/m.ostrowski...sualityMod.zip
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