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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Dec 2006
Location: Eastern Canada
Posts: 14
Downloads: 2
Uploads: 0
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Howdy,
I'm just wondering how difficult it would be to make a version of the LWAMI mod that has everything the same up until now , but with the MK48's range back to 27nmi-30nmi. Is this just a matter of changing a setting in some file? Or does a lot of work go into something like that? The reason I would like to see a mod for the MK48 range back to what it used to be is because it is too easy to evade them. Multiplayer matches (as I guessed would happen) would most likely always end up in a draw (unless the other sub was dumb enough to get within 7nmi or so). You see the AI may be dumb enough to get within 7nmi of a Seawolf SSN, but a human - most likely is not. I'm not re-opening any debate on anything here - just a request to the wonderful modders that continue to make this game great. Thanks LT Madman GNSF www.globalnavalstrikeforce.com |
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#2 | ||||
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
Posts: 956
Downloads: 9
Uploads: 0
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Without wanting to start a discussion myself but here are some quotes which make me think that there wont be such a change to the LwAmi Mod
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#3 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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@OS: And it turned out that I was completely wrong...When I said that the SW would NOT be able to get into no-escape range undetected.
![]() @ Madman: The maximum range of the ADCAP in 1.04 is still 27nm. The "No-Spin" request is for Mk48s that make 27nm at 55knots; which would make the maximum range around 33nm. Refer back to LoBlo's quoted post to see why that isn't going to happen, at least for an official release. If the league as a whole is in agreement that 33nm max ADCAP (and maybe UGST?) ranges are desirable, then who knows, maybe LW will be willing to do an in-house version. Or you could change the max yourself with DW edit and "sell" that to the league.
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#4 | |
Chief
![]() Join Date: Apr 2004
Location: Western NC
Posts: 325
Downloads: 0
Uploads: 0
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#5 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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It's a change that is easy enough for those who want to make it that they can do it themselves... so no, LWAMI will not be changed to accommidate this.
However, if a fleet wants to have an UBER-ADCAP version of LWAMI, I don't see what the problem is, so long as everyone knows it's NOT LWAMI they are using, so the download should be clearly labeled as such. I'm wondering what everyone is going to think when I introduce well-researched realism changes that make this look like a minor issue (for those that want to run guided ADCAP's all over the map). :hmm: Cheers, David
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#6 | |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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