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Old 09-12-05, 05:48 PM   #1
Ghost Dog
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Default Question about Wire-Guidance

in some of the submarine material i have read it seems that more commands are available to send via wire-guidance ala ADCAP.

someone correct me, but shouldnt it be possible to:

1. Change from active to passive homing or vice versa.

2. Change depth.

3. Change seeker pattern. (circle to snake)

4. change speed.


also, ive wondered about why there appears to be no 'drive around/drive through' logic in torps when they encounter CMs.

any torpedo experts out there?
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Old 09-12-05, 06:14 PM   #2
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In standard DW there is not possible to send such commands to torpedo. But there are torpedo doctrine mods that make some of those things possible ! For example in Sub Command SCX mod were great torpedo doctrines with many additional functions, unfortunately sending those commands to torpedo is little complicated because the existing game user interface is rather poor - only two buttons and one left-right "tool", and they already have standard functions assigned. Sending additional commands takes some clicking combinations and you are never sure at which mode torpedo currently is... :hmm: In fact it is possible to make doctrine mod in which would be possible to change ANY torpedo parameter (speed, depth, floor, ceiling, pattern, homing mode, whatever) on the fly, but using those controls would be extremly complicated
I made myself few torpedo mods, part of them is controlling torpedo functions during run but only few most wanted, just to not make it too complicated. BUT... if there were any additional control buttons and switches on wire guidance screen, for example on more button and one more left-right "thing", such mod would be much easier to implement and MUCH more simple in usage.
Please make petition to SCS about adding few additional custom buttons to torpedo control screen, with corresponding custom doctrine variables, if you want such (simple in use) mod :-) I don't think adding additional button or switch to interface is problem for programmer, don't know if adding corresponding doctrine variables make more trouble, but this was done already - DW doctrine language have more variables than SC had, so... ? :-) Please please please SCS, make only those buttons - additional controls in the interface, modders will do the rest and design the doctrines :-)

edit: drive-around logic not appear to be there because no one programmed it - but it could be programmed in torpedo doctrine if somone bothered. Almost anything can be . Drive-through logic... if I understand this term correclty - then it recently was programmed take a look at Luftwolf & Amizaur mod and it's docrines

Cheers!
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Old 09-12-05, 06:53 PM   #3
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as an akula skipper is use the 65cm wire guided torpedo i can only change course and wether its active or not cant change depth
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Old 09-12-05, 07:01 PM   #4
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from what i've read about the ADCAP, you cand send a whole menagerie of commands to it, so long as the wires are intact.

many of which include the ones I have mentioned already.
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Old 09-12-05, 07:06 PM   #5
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fire a wireguided weapons is a hell of a risk if it goes active near you and wires break youve had it

bear in mind the cable that attachs the torpedo to the submarine is very very thin

the 65cm is my weapon of choice i normaly load out more of them than any other weapon normal load out is 8 of them with 4 in the tubes

personaly the ADCAP is better but russia oesnt use em so i got my lill 65 and i is happy
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Old 09-12-05, 07:50 PM   #6
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Its hard to get solid info on the operational performance capabilities of the ADCAP. Im sure alot of what ive read is open speculation. and knowing the yanks, there are probably multiple 'blocks' of ADCAP design much like fighter aircraft i'd imagine. example: ADCAP block 10, block 15 and so on. im only guessing, but i'd wager that the americans have made improvements and modifications to the ADCAP over the years.

its such a mysterious field of warfare. I once read that the only time a submarine has ever killed another submarine in anger was in april, 1945. A british submarine fired a spread of torpedoes (Mk 8s I think) at a suspected snorkelling U-Boat and reported hearing explosions on that bearing. a U-boat was confirmed to be lost 'around' that location and 'around' the time frame by Kriegsmarine command. so, it might not even have happened.

so, one has to wonder, given the lack of combat usage of most ASW torpedoes how they would perform in wartime conditions. It took many years of combat experience to perfect air-to-air guided missiles, mainly in Vietnam and Middle-East.
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Old 09-12-05, 09:55 PM   #7
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Hmmm, perhaps you are talking about a submarine killing another submerged submarine? Submarines have killed surfaced submarines several times, even back in WWI.
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Old 09-12-05, 10:52 PM   #8
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Modern torps are tested very thoroughly, in warlike conditions. It's not as though they are designed in a lab and from there dropped in the racks. Replace the warhead with a telemetry package and go to town firing them in any situation you see fit.

One notable example is the American Sub Commanders' Course (formerly prospective commanding officers' course), where many, many ADCAPs will be shot at ships and subs, and many, many Mk.46s will be shot back at the subs, and the shooters and targets aren't constrained by much but common sense.

RIMAPC is also a pretty big live-fire exercise, although not as intense as an SCC.
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Old 10-03-05, 10:34 PM   #9
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Default Re: Question about Wire-Guidance

Quote:
Originally Posted by Black_Dingo
in some of the submarine material i have read it seems that more commands are available to send via wire-guidance ala ADCAP.

someone correct me, but shouldnt it be possible to:

1. Change from active to passive homing or vice versa.

2. Change depth.

3. Change seeker pattern. (circle to snake)

4. change speed.


also, ive wondered about why there appears to be no 'drive around/drive through' logic in torps when they encounter CMs.

any torpedo experts out there?
The CM problem is really an issue. In DW the CM can cause the ADCAP to detonate. In reality this is impossible as the war head requires a combination of triggers either of which could be contact or magnetic influence.

If there were one aspect of game play I could change it is this.

Also, concerning CMs, ADCAP in reality can navigate around them or even use them to project the future position of the vessel. As you know this is not a feature in DW.
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Old 10-03-05, 10:42 PM   #10
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If you want your torpedos to stop detonating on CM's, then you might want to try Amizaur and my mod.

Also, the reason many features of torpedo control are not implimented, is because it would unbalance gameplay greatly in favor of the first shooter, as we saw with the torpedo feedback feature (a bonefide ability of the real-world ADCAP) which we were compelled to remove from the mod because of balance considerations.
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Old 10-03-05, 11:11 PM   #11
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Quote:
Originally Posted by Kapitain
fire a wireguided weapons is a hell of a risk if it goes active near you and wires break youve had it

bear in mind the cable that attachs the torpedo to the submarine is very very thin
but NEVER break in DW unless you close the door.
you can't break it in any other situation than closing the door.

Quote:
Originally Posted by Kapitain
the 65cm is my weapon of choice i normaly load out more of them than any other weapon normal load out is 8 of them with 4 in the tubes

personaly the ADCAP is better but russia oesnt use em so i got my lill 65 and i is happy
the 65 cm is not an ASW weapon and is not wire guided IRL.
As it is also in the MOD 2.01 of LuftWolf and Amizaur.
You probably don't use this MOD ...
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Old 10-04-05, 01:44 AM   #12
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Quote:
the 65 cm is not an ASW weapon and is not wire guided IRL.
As it is also in the MOD 2.01 of LuftWolf and Amizaur.
You probably don't use this MOD ...
and you know why its not wire guided in real life because a 65cm doesnt exist in real life ok the 65-76 and a few others do

Quote:
but NEVER break in DW unless you close the door.
you can't break it in any other situation than closing the door.
thats what i was getting at i sometimes forget what torpedo come out f which tube and shut doors to re load nothing new there it happens get over it get another fish in the tube A.S.A.P


65CM isnt an ASW torpedo but i use it in that role any way cause it works my saying if it works use it if it dont loose it
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Old 10-04-05, 08:09 AM   #13
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Quote:
Originally Posted by Kapitain
and you know why its not wire guided in real life because a 65cm doesnt exist in real life ok the 65-76 and a few others do
named 65-76 because it's a 65cm diameter torpedo.
You know, posting don't mean you can say any stupid thing you have in mind, Kapitain.

Quote:
Originally Posted by Kapitain
thats what i was getting at i sometimes forget what torpedo come out f which tube and shut doors to re load nothing new there it happens get over it get another fish in the tube A.S.A.P
Easy, very very easy : look the torp number on the target display.
Are you totally noob on this simulation ???
One more time, try use your judgment before saying something, I'd like to read one day something interesting from you.
As this time, I never did ...

I know you are very young, but this doesnt' mean you should be retarded.
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Old 10-04-05, 08:16 AM   #14
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your problem not mine i have no time for people who have no time for anyone else and who put people down (not aimed at you)

personaly i think u need to read into the posts a bit more im well aware the the 65-76 has a 65cm diamiter and im aware that it was built in 1976

if you dont find anything intresting in my posts take a hint right here right now

STOP READING THEM

cause i am not going to justify to you everytime i want to post eat frat burp or sh*t
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Old 10-04-05, 08:23 AM   #15
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Anyway, try to make ONE INTERESTING POST, one day.
You will feel better after that.
This is not a post contest, 3000 post in 7 month, you probably hunt for the post record.
You miss the point young boy. it's not the number that will make you respectable neither interesting.
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