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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Dec 2006
Location: Eastern Canada
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Howdy,
I'm just wondering how difficult it would be to make a version of the LWAMI mod that has everything the same up until now , but with the MK48's range back to 27nmi-30nmi. Is this just a matter of changing a setting in some file? Or does a lot of work go into something like that? The reason I would like to see a mod for the MK48 range back to what it used to be is because it is too easy to evade them. Multiplayer matches (as I guessed would happen) would most likely always end up in a draw (unless the other sub was dumb enough to get within 7nmi or so). You see the AI may be dumb enough to get within 7nmi of a Seawolf SSN, but a human - most likely is not. I'm not re-opening any debate on anything here - just a request to the wonderful modders that continue to make this game great. Thanks LT Madman GNSF www.globalnavalstrikeforce.com |
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#2 | ||||
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
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Without wanting to start a discussion myself but here are some quotes which make me think that there wont be such a change to the LwAmi Mod
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#3 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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@OS: And it turned out that I was completely wrong...When I said that the SW would NOT be able to get into no-escape range undetected.
![]() @ Madman: The maximum range of the ADCAP in 1.04 is still 27nm. The "No-Spin" request is for Mk48s that make 27nm at 55knots; which would make the maximum range around 33nm. Refer back to LoBlo's quoted post to see why that isn't going to happen, at least for an official release. If the league as a whole is in agreement that 33nm max ADCAP (and maybe UGST?) ranges are desirable, then who knows, maybe LW will be willing to do an in-house version. Or you could change the max yourself with DW edit and "sell" that to the league.
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#4 | |
Chief
![]() Join Date: Apr 2004
Location: Western NC
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#5 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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It's a change that is easy enough for those who want to make it that they can do it themselves... so no, LWAMI will not be changed to accommidate this.
However, if a fleet wants to have an UBER-ADCAP version of LWAMI, I don't see what the problem is, so long as everyone knows it's NOT LWAMI they are using, so the download should be clearly labeled as such. I'm wondering what everyone is going to think when I introduce well-researched realism changes that make this look like a minor issue (for those that want to run guided ADCAP's all over the map). :hmm: Cheers, David
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#6 | |
Sea Lord
![]() Join Date: Jul 2002
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#7 |
Swabbie
![]() Join Date: Dec 2006
Location: Eastern Canada
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Ok thanks for the reply gents.
I guess it would be possible to do that myself, I assume its just a matter of changing a couple of little things. And thanks for all that info Oneshot on the previous posts. In multiplayer - the problem is that you can detect other subs say 20nmi away - sometimes more - but you can really fire at them at hit them until they are 7nmi or so away. Most people I have played with dont have the patience to close in a shoot - but instead shoot from 15nmi-20nmi away, which forces you to stay away and a true engagement never really happens. LT Madman |
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#8 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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The adaptive SW/688I driver will stalk the target until it gets within range to use its weapons. With LW/Ami, you can close to within no-escape range of an Akula without being detected. So, it's really a matter of having the knowledge of how loud your sub is at various speeds, knowing the enemy's detection range for those sound levels for the present acoustic conditions, and having the TMA skill and patience to utilize that knowledge.
"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle." --Sun Tzu
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#9 |
Ocean Warrior
![]() Join Date: May 2005
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I can verify that Molon was able to get within kill-range while driving a 688i in LWAMI 3.07. He had a good solution on me and fired just as I gained a 60hz tonal NB contact.
It didn't help him much, I had sprinted out my UUV so I had triangulation on his TIW's, and he died like all the rest, but that's not the point, had I not effectively counter-fired, I would have been dead by resteers on his guided torpedoes. Cheers, David
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#10 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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#11 |
Sea Lord
![]() Join Date: Feb 2004
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Extending from MLs points I guess many players have'nt the patience, particularly in MP, to stalk at lower relative speed levels. Many Captains are used to running at 'Operational' sub washout speeds, without regard to varying speeds. But looking at 8 (not checked Stock) look what happens if you run at 14 kts SW and 10 kts AK (Safely a bit below OS) :
A SW at 6 kts NB TA can mark AK (Proj.971U K) at 10 kts at 21 - 27 nm.(Modal average 21) An AK (Proj.971U K) at 4 kts NB TA can mark SW at 14 kts at 17.7 nm (maximum in the same scenario) NB. Tested in deep waters Mid Atlantic all platforms at 200 ft and above the layer. But I agree with ML manual sonar techniques have to be adaptive.
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Liberty, Equality, Fraternity Last edited by Bellman; 03-16-07 at 04:54 AM. |
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