SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-29-07, 03:14 PM   #1
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default LuftWolf Amizaur's Weapons and Sensors Database Mod v3.05-Now Available for Download!

Here is the v3.05 addition to the readme:

Quote:
LuftWolf and Amizaur’s Weapons and Sensors Realism Mod v3.05
For DW 1.04 Build 378
SimHQ Reader’s Choice Poll “Best of 2005” Winner
Readme by LuftWolf

Thank you to Amizaur for his partnership on this project.

Graphics updates imported by XabbaRus. Model credits are provided in an included file.

Thank you to finiteless, Ludger, and jsteed for their contributions to modding DW.

Thank you to Bill “Subguru” Nichols for hosting the work of so many talents modders and mission designers. Thank you to Molon Labe and TLAM Strike for extensive testing and multiplayer testing.

All database editing was done with Dwedit by Ludger, without whom this mod would not have been created.

The purpose of this mod is, straightforwardly, to address the aspects of DW game-play that most bother its authors, while improving the simulation experience and fixing bugs, without introducing any new ones. Thank you in advance for downloading this mod. Please send as much feedback as you can via the dedicated thread on the www.subsim.com mod forum, http://www.subsim.com/phpBB/viewtopi...=41581&start=0.

Please see the included INSTALLATION file for installation instructions.

NOTE: Saved games created with one Database and Doctrine set are not compatible with any other versions of the database, however, you can restore a previous version of the Database and Doctrine folders at any time to load saved games associated with that database. Please note, the charts and graphs previously included with this mod are now out of date, and will be updated in a separate release.

XX-Changes for LWAMI 3.05-XX
We Have New Submarine Models!-We have incorporated new models from the SubSim community, please see the model credits file for the complete list of new models. The Typhoon in particular looks sweeeeeet. BIG thanks to XabbaRus.

FFG and 688i Models-I have made the necessary object dimension and launcher and mast position corrections for the new FFG and 688i models in DW 1.04. Also, I have swapped the NIXIE and TA positions on the FFG7 OHP so they are in their real life configuration.

MH60 Dipping Sonar-I have carried over from stock DW 1.04 the new model for the dipping sonar unit as well as the stronger dipping cable fix, which should make breaks of the dipping sonar cable more rare.
Here are the model credits:

Quote:
Model Credits:

All Imports by XabbaRus

Deep Six Models:
Trafalgar
Type 206
Type 209
Collins
Delta IV
TR 1700
Agosta

XabbaRus Models:
Typhoon
Han
Xia
Oscar II
Foxtrot, paint job by TLAM Strike

Mbot Models:
688, paint job by Mcarm
Victor III, paint job by Deep Six

Note from XabbaRus:

Just one more thing.

Maps belong to the person who created the model. Just to make things clear if you want edit the maps for your OWN purposes on your computer then please go ahead. If you wish to edit the maps with the intention of sharing them with the community PLEASE PLEASE ask for the permission of the modeller and/or map painter before you release any edited maps.
The latest version of LWAMI is currently available for download from the CADC ftp, no account or password required! Here are the direct links to the files:

Standard Install: www.commanders-academy.com/luftwolf/LWAMI_v305.zip

JSGME Version: www.commanders-academy.com/luftwolf/LWAMI_v305_JSGME.zip

The distributions should be posted at Subguru soon as well!

Enjoy, and remember to take short breaks.

Cheers,
David

PS And because I'm a bit rusty.

Quote:
LWAMI v3.05 QuickFix II

Note: The FULL LWAMI v3.05 is necessary. Install this OVER the original v3.05 distribution. To install, unzip to the "Database" directory in your main DW folder.

This is a quickfix for LWAMI 3.05 that fixes the following issues:

-the SW Hull sonar previously had the wrong geometry in the database and performed incorrectly in game. This has been corrected and it will now function as described in the Readme. Also, the sensitivity of the SW WAA array has been decreased somewhat.

-The Shkval now shutsdown properly when it has reached its maximum range.

NOTE for JSGME users: To install to the JSGME version of LWAMI, disable the mod, and unzip the quickfix folder to the "mods/LWAMI_v305/Database" directory.
Here is a direct link to download *just the database fix*:

www.commanders-academy.com/luftwolf/LWAMI_v305_QuickFix_II.zip

Cheers,
David
__________________
LW

Last edited by LuftWolf; 02-03-07 at 06:40 AM.
LuftWolf is offline   Reply With Quote
Old 01-29-07, 03:23 PM   #2
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

Now what we really need are new Akula I Imp and II Modified models and we'll really be in the cat-bird seat.

Hint Hint.

Cheers,
David
__________________
LW
LuftWolf is offline   Reply With Quote
Old 01-29-07, 04:55 PM   #3
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

Quote:
Originally Posted by LuftWolf
Now what we really need are new Akula I Imp and II Modified models and we'll really be in the cat-bird seat.

Hint Hint.

Cheers,
David
Don't forget the older Bars's.

What, was the SCX modeler responsible for the akulas not taking Xabbas calls?
__________________
Molon Labe is offline   Reply With Quote
Old 01-29-07, 05:01 PM   #4
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Deep Six made the SCX Akulas.

The problem with replacing the playables is the position of the masts and sail view.

I have a working Akula with torp doors. The thing is the position of the sail though maybe accurate for my model doesn't match what SCS have programed in the sim, so it doesn't work too well.
__________________
XabbaRus is offline   Reply With Quote
Old 01-29-07, 05:34 PM   #5
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

Quote:
Originally Posted by XabbaRus
Deep Six made the SCX Akulas.

The problem with replacing the playables is the position of the masts and sail view.

I have a working Akula with torp doors. The thing is the position of the sail though maybe accurate for my model doesn't match what SCS have programed in the sim, so it doesn't work too well.
what about the akula-1?
__________________
Molon Labe is offline   Reply With Quote
Old 01-29-07, 06:05 PM   #6
Pirate
Lieutenant
 
Join Date: Sep 2003
Location: Oeiras, PORTUGAL
Posts: 258
Downloads: 152
Uploads: 0
Default

Quote:
Originally Posted by XabbaRus
Deep Six made the SCX Akulas.

The problem with replacing the playables is the position of the masts and sail view.

I have a working Akula with torp doors. The thing is the position of the sail though maybe accurate for my model doesn't match what SCS have programed in the sim, so it doesn't work too well.
I think the problem is only the sail view cause it's position is hard coded. And the only way, is to do a model with the sail position matching what is hard coded.

Mast positions are easy, they can easaly be adjusted in the database
__________________
Pirate is offline   Reply With Quote
Old 01-29-07, 06:30 PM   #7
LoBlo
Subsim Diehard
 
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
Default

Quote:
Originally Posted by XabbaRus
Deep Six made the SCX Akulas.

The problem with replacing the playables is the position of the masts and sail view.

I have a working Akula with torp doors. The thing is the position of the sail though maybe accurate for my model doesn't match what SCS have programed in the sim, so it doesn't work too well.
On a semi-random note: Have you ever tried inputting the SCX Akula-I model into DW? When I did it the mast lined up nicely. The sail view puts the player on the front deck of the sub (in front of the sail) which isn't perfect, but still allows for a good outside view (sorta like riding on the deck of a sub) and operation of the SAM. Its what I'm using atm anyway, seems to work fine to me.
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man
LoBlo is offline   Reply With Quote
Old 01-29-07, 06:52 PM   #8
goldorak
Admiral
 
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Pirate
Quote:
Originally Posted by XabbaRus
Deep Six made the SCX Akulas.

The problem with replacing the playables is the position of the masts and sail view.

I have a working Akula with torp doors. The thing is the position of the sail though maybe accurate for my model doesn't match what SCS have programed in the sim, so it doesn't work too well.
I think the problem is only the sail view cause it's position is hard coded. And the only way, is to do a model with the sail position matching what is hard coded.
If the position is hard coded, would it be possibile if the work required were not terribly complex, to adjust the sail on the akula II model XabbusRus is working on ?
goldorak is offline   Reply With Quote
Old 01-29-07, 06:54 PM   #9
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Fraid so as my Akula II would look totally wrong.

The sail would then be too far forward.

I'll have a little look but from first investigations It would be too much of a weird looking sub.
__________________
XabbaRus is offline   Reply With Quote
Old 01-29-07, 07:00 PM   #10
goldorak
Admiral
 
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by XabbaRus
Fraid so as my Akula II would look totally wrong.

The sail would then be too far forward.

I'll have a little look but from first investigations It would be too much of a weird looking sub.
Oh well, then its better to keep it that way.
Akula drivers will just have to accept to be in front of the sail when surfaced. :rotfl:
goldorak is offline   Reply With Quote
Old 01-29-07, 07:11 PM   #11
Pirate
Lieutenant
 
Join Date: Sep 2003
Location: Oeiras, PORTUGAL
Posts: 258
Downloads: 152
Uploads: 0
Default

Quote:
Originally Posted by XabbaRus
Fraid so as my Akula II would look totally wrong.

The sail would then be too far forward.

I'll have a little look but from first investigations It would be too much of a weird looking sub.
I don't know much about 3d modeling or painting 3d models.
But I have an idea that may be possible to do.

Can you offset the center position of the whole object, inside the 3d model project file?

I mean when you work on the akula 3d model inside of whatever software you use, the model is centered in certain coordenates. Can you change those coordenates and let the whole model uncentered in a way that ingame it will match the sail view position.

Hope you can understand my idea
__________________
Pirate is offline   Reply With Quote
Old 01-30-07, 03:21 AM   #12
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

OneShot got back to me about the ftp space at the CADC, and SO...

I am pleased to announce that LWAMI v3.05 is officially ready for download at the following direct links (no password or account required):

Standard Install: www.commanders-academy.com/luftwolf/LWAMI_v305.zip

JSGME Version: www.commanders-academy.com/luftwolf/LWAMI_v305_JSGME.zip

Thanks to OneShot.

Cheers,
David
__________________
LW
LuftWolf is offline   Reply With Quote
Old 01-30-07, 04:07 AM   #13
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Quote:
Originally Posted by Pirate
Quote:
Originally Posted by XabbaRus
Fraid so as my Akula II would look totally wrong.

The sail would then be too far forward.

I'll have a little look but from first investigations It would be too much of a weird looking sub.
I don't know much about 3d modeling or painting 3d models.
But I have an idea that may be possible to do.

Can you offset the center position of the whole object, inside the 3d model project file?

I mean when you work on the akula 3d model inside of whatever software you use, the model is centered in certain coordenates. Can you change those coordenates and let the whole model uncentered in a way that ingame it will match the sail view position.

Hope you can understand my idea
I see what you mean but then the sub would pivot in the wrong place when rising and diving. I'll try it though.
__________________
XabbaRus is offline   Reply With Quote
Old 01-30-07, 04:42 AM   #14
Linton
Sea Lord
 
Join Date: Dec 2003
Posts: 1,898
Downloads: 0
Uploads: 0
Default

Please will you confirm that this mod includes all the old ones as well?Do i need any of the old ones o make it work?
Linton is offline   Reply With Quote
Old 01-30-07, 04:46 AM   #15
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

Just download and install over stock DW or whatever you've got there.

BE SURE to read the INSTALLATION file, as it describes how to install the Graphics portion of the Mod.

Let me know if you have any other questions.

Cheers,
David
__________________
LW
LuftWolf is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:28 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.