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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
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Is there a problem here?:
I fire mine from TT, it goes to destination and hovers 20 feet below the surface for-ever. I doesn't sink like it should. They won't explode unless on the bottom, as a AO passed by one that I shot, it came within 20 feet of the mine, nothing happened. Any reason why?
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#2 |
Admiral
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Wow, 40 views and counting, yet not a single reply......:hmm:
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#3 |
The Old Man
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If I understand it correctly, SLMMs act wierd in stock DW. I can't tell, I don't play stock DW.
LWAMI modifies their behaviour a lot, and it seems to work OK. It was discussed few threads back. |
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#4 |
Admiral
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Got a link to it?
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#5 |
The Old Man
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#6 | |
Stowaway
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![]() Quote:
"SubMines - SLMM" http://www.subsim.com/radioroom/sear...0&pp=25&page=3 |
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#7 |
Watch
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Hello,
I had the very same problem with mines, my DW is US version patched 1.04.378 (no mods). The mine hovers 20 ft from surface at its waypoint, and does nothing more, even if a ship (ownship or another) close in at several yards. Can anyone acknowledge that it is a "normal" in version 1.04 too ? Is there a fix for this problem specifically or do I have to install the full LWAMI mod to fix it ? Thanks Note : The link to the post "SubMines - SLMM" doesn't work... |
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#8 |
Sea Lord
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They 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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#9 | ||
Silent Hunter
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![]() ![]() 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:
Quote:
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.
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#10 | |
Sea Lord
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#11 | ||
Silent Hunter
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![]() Quote:
I'll check to see if being in 13m of water screws with the Mobile Mine (I'm assuming that you're using a russian boat since you gave the depth in meters), but for the time being it really looks like your experience was without the mod enabled or with some other weirdness going on. LW/Ami mines have proved quite reliable as long as the floor isn't extremely sloped. EDIT: WTF man? How could the mine have stayed at the launch depth of 18m and been planted in water 13m deep!!!!? If what you say is true, that mine was 5m underground! EDIT 2: OK, no matter what depth you fire an SLMM from, it goes up to just below the surface. This means you don't need to worry about your launch depth; you can fire deep and the mine will be able to plant someplace shallower than you. So the firing from 18 into 13m shouldn't be a problem. Just got a successful hit on the same Sov in 80ft of water. Now for the Mobile Mine...
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![]() Last edited by Molon Labe; 11-17-07 at 11:57 AM. |
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#12 |
Sea Lord
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To clarify things, it's the Russian Rebellion mission where you are in the 'Akula', or Pike to be more accurate, and you have to drop off the special forces, of course you are supposed to ID the bad guys and prevent a breakout from the harbour too, so at the manual periscope depth of 18m, I'm launching four mines to four waypoints in a row from the centre of the exit channel to the left where the ships come out, leaving me just enough room to scrape past the mines on the right, into the harbour if I have to, so I would have thought a mine detonation should be money in the bank for something like that. The depth there is 13m at its shallowest up to about 23 metres at the deepest and the mines seem to stop at a depth of (approximately) 4 or 5 metres, i.e. nearer the surface than the sea bed. They just sit there and have no effect. I could torpedo the boat of course, but it's kind of annoying that i seem to have mines from Walmart:rotfl:
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#13 |
Silent Hunter
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Here's the LWAMI Mobile Mine in a 14m channel:
![]() That's got to be my favorite mine screenshot since you can see the mine exploding from the surface. ![]()
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#14 | |
Silent Hunter
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#15 |
Sea Lord
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I notice the range on your map inset there. In my case, the 'selection box' of the target ship was actually overlapping the mine icon on the tightest zoom setting, i.e. it was much closer than your picture depicts, but still no effect, so I'm at a loss as to explain why it didn't go off, like I said, if it had been any closer, it would have actually hit the thing.
Nice pic by the way, only wish I could get one:rotfl: ![]()
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