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Old 03-30-06, 01:38 AM   #1
Goblin
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Default Lwami 3.02 SS-N-27 ASW Re-launch bug?

Played a game tonight in which a SS-N-27 ASW was launched, entered the water without releasing it's payload, and then re-launched out of the water, flew to another part of the map, and dropped it's payload.

Game version was patch 1.03 + Lwami 3.02.
Weird stuff.
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Old 03-30-06, 01:41 AM   #2
Molon Labe
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Sounds like the same thing that happens with every other SM-2 fired in the stock game.

DW doesn't model missile flight very well...
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Old 03-30-06, 12:42 PM   #3
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Well, nothing has been changed for the subrocs in quite some time (speaking in terms of Mod versions)... and that's definately a new one!

My guess is something screwy going on in that particular situation, as generally the 27ASW's work the way they should.

BTW, was this in SP or MP? Missiles in MP on client computers appear sometimes to do all manner of strange things, but on the host computer (and thus in the "actual" game) they are actually performing correctly.
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Old 03-30-06, 01:44 PM   #4
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As said LW, it's just a graphical glitch, but they work fine, and are really accurate with LWAMI compared with stock DW
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Old 03-30-06, 05:28 PM   #5
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Quote:
Originally Posted by LuftWolf
Well, nothing has been changed for the subrocs in quite some time (speaking in terms of Mod versions)... and that's definately a new one!

My guess is something screwy going on in that particular situation, as generally the 27ASW's work the way they should.

BTW, was this in SP or MP? Missiles in MP on client computers appear sometimes to do all manner of strange things, but on the host computer (and thus in the "actual" game) they are actually performing correctly.
It was a MP game.
Probably was just graphical issues, but on my screen I had no way of knowing if it was tracking something or not.
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Old 03-31-06, 03:32 AM   #6
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Yes, it can be kind of distressing to spend 2 hours in a MP game lining up a 27ASM attack of eight missiles against a SAG only to see them all fly to the bottom of the ocean and start dancing.

And then still get the kills anyway.... :|\
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Old 03-31-06, 04:32 AM   #7
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Quote:
Originally Posted by LuftWolf
Yes, it can be kind of distressing to spend 2 hours in a MP game lining up a 27ASM attack of eight missiles against a SAG only to see them all fly to the bottom of the ocean and start dancing.

And then still get the kills anyway.... :|\
Why do you say 8 missiles? Only one is enought for me. :|\
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Old 03-31-06, 01:37 PM   #8
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Well, when facing up against AEGIS ships, it's often necessary to use more than one Anti-Ship Missile, even the mighty SS-N-27.
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Old 03-31-06, 08:07 PM   #9
MaHuJa
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Not to mention the fact that to sink a OHP, you need three hits with it. It's not so unviable that a missile is shot down before enable, either, perhaps unless you're shooting from the 14.8nm mark or something.

So against a OHP, the minimum is 4 missiles.


BTW, the akula is able to launch 14 of them in one volley, by also using all external tubes. Few ships can survive that.
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Old 03-31-06, 08:24 PM   #10
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Quote:
Originally Posted by MaHuJa
Not to mention the fact that to sink a OHP, you need three hits with it. It's not so unviable that a missile is shot down before enable, either, perhaps unless you're shooting from the 14.8nm mark or something.

So against a OHP, the minimum is 4 missiles.


BTW, the akula is able to launch 14 of them in one volley, by also using all external tubes. Few ships can survive that.
Few ships?
Which ships would be able to survive a 14 missile/torp volley?
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Old 03-31-06, 10:17 PM   #11
Molon Labe
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The Ticos and Burkes can, if you play the modded game, and if the volley was fired from more than 20nm away.

In the stock game, nothing stands a chance.
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Old 04-01-06, 11:02 AM   #12
MaHuJa
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The biggest problem when using such missile waves, is that all the missiles will home on one ship, the first they find, and ignore the rest. If the ship was not alone, worst case it being a neutral you hit, or against a CVBG or similar it means you create a small hole in their defenses. I repeat: small, compared to the cost.

Firing them at slightly different bearings might get you better results, but not all that often. If you could just waypoint them...

Against AI, you usually have more luck firing an active torpedo and enabling it very very early. I've had five kills per weapon slot that way. And that seems to be with collision avoidance scripts, and what should be plenty of space inside the formation.
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