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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sonar Guy
![]() Join Date: Jun 2005
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I am running DW with 1.03B and the 3.0B.
I was playing the seikan Tunnel scenario (stock scenario). At the end (close to the 08:00 ultimatum time) I was able to launched my helicopter. Of course I had already a lot of sonobuoys in the water (by my ship) and I had a pretty good idea where the midget sub was. As soon (and I mean as soon!) has the helicopter took off, I had a link track of that midget submarine made by that same helicopter?? Is she processing the buoys I put in the water? That is quick.... Anybody noticed that. Is that normal behavior. I am a little bit suspicious about that. As well when I order that same helicopter to engaged this sub (by right clicking on the NAV Map, she started to fire torpedo but not in the direction of the threat. Let me know what you think. Will do some more testing... |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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I would say that the MH-60 is probably reading the sonobuoy data.
If the contact is strong enough, that behavior is doctrine controlled, which means it would happen more or less instantaneously, unless some kind of delays were built into the doctrine scripting, which the appropriate doctrines don't in this case because it is generally not appropriate and the work to make them situation specific is either too unwieldy or not possible to script using the doctrine editor (like ownship condition influencing a broken wire on an already launched torpedo [not including range travelled from launch point ![]() ![]() The tactical AI for this game functions best with a closing contact situation. If things start close together in a scenario or in a situation like this (it may be something else but I suspect this is the case) things may happen abruptly, but this is more the nature of the simulator battlespace than a "bug" or anything like that. Of course it could be improved, but perhaps DW 2 will impliment a different AI system, although I hope it is as modable, which is one of the great strengths of this system, that and you can make a separate doctrine for each object in the game if you really want without a crazy amount of work.
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#3 | |
Engineer
![]() Join Date: May 2003
Location: Alberta, Canada
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Many times Ive had a contact via TA and I send out a helo to investigate. Before my helo even gets there the contact is IDed. Not always though. Or worse, while investigating one contact the helo IDs one I did not even know was there, ruining the fun. Not using "Link Data" in solo makes things harder IMO.
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#4 |
Seaman
![]() Join Date: Nov 2003
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Speaking of Helos. Have any of you guys had troubles with 2 helos up in the air at once? You know. Like having the 2nd recover and not stay on the deck on ready 15 or 5. It just immediatly takes off again..
Or bugs where both helos were recovered and forced(quickily put) to ready 30. And then some time later equiped with ASUW equipment and have them fire their missiles immediatly after take off at nothing. Using 1.03b with lwami 3.0 and the 3.0b doctrine updates. Did not install the helo dipping doctrine. |
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#5 |
Ocean Warrior
![]() Join Date: May 2005
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There have been some loadout/resupply issues reported with the AI helos, and I think that 1.03 actually addresses some of them. :hmm:
Not sure exactly on that. ![]() In terms of the helo dipping doctrine update, I would install that, as it does work properly and I don't think it causes any problems. FFG is not my area of expertise however. ![]()
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#6 |
Seaman
![]() Join Date: Nov 2003
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Think I've isolated the helo ai problem. Created a mission with an enemy cargo ship nearby and launched and retreived the helo several times in a row (helo quicklaunch for testing). The helo would at one point, automatically switch to ASuW weapons (while never going into the hanger to rearm (or even ordered for that matter)). And if green deck is on the helo would automatically attack the close cargo ship. It would do this over and over. Everytime I ordered it to land. It would land, get to ready 15, then it would launch on it's own to engage the ship. This bug is consistant.
Kinda hurts those mission that have rules of engagement with the helo going rambo on close targets. |
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#7 |
Engineer
![]() Join Date: May 2003
Location: Alberta, Canada
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When using two helos best to leave the first one that comes back at alert 5 and launch before you land the second. Cuz she wont stay put other wise.
![]() Another trick to keep her in hanger is when the first one is briefly in the hanger I would quickly 'lock her down' by turning off green deck. Its a pain but there are work arounds... ![]()
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#8 | |
Seaman
![]() Join Date: Nov 2003
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Was it pulled? \ NM found it |
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